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<strong>Manual</strong>
Accepting new Religion 57<br />
Active Spy 53<br />
Admiral 27<br />
Age 21<br />
Age of Discoveries 47<br />
Age of Enlightment 47<br />
Agreements 50<br />
Alliance Pact 51<br />
Archery Master 27<br />
Army 34<br />
Army Commands 36<br />
Army Morale 19<br />
Arrange Annexation<br />
(Merchant) 54<br />
Arrogant 50<br />
Assassinate King (Spy idle) 54<br />
Assassinate Royal Family<br />
(Spy idle) 54<br />
Attack 36<br />
At peace 52<br />
At war 52<br />
Ballistics 27<br />
Banner 59<br />
Bannockburn (1314 AD) 61<br />
Battles 37<br />
Battle Bonus 19<br />
Battle Information 19<br />
Battle Types 37<br />
Battle View 12<br />
Battle View 19<br />
Battle View 63<br />
Being Vassal 52<br />
Black Sea Studios 81<br />
Board Ship 37<br />
Books 44<br />
Builder 30<br />
Build Ship 37<br />
Camp 36<br />
Camp Assault 39<br />
Capturing 55<br />
Catholic 55<br />
Cavalry Master 27<br />
Changing team 60<br />
Chat 60<br />
Claiming the Title of Ultimate<br />
Emperor of Europe 10<br />
Claim Independency (Builder,<br />
Landlord, Merchant, Cleric<br />
governing) 54<br />
Cleric 29<br />
Coastal Villages 46<br />
Commands 20<br />
Conqueror 27<br />
CONTROLS 63<br />
Conversion 57<br />
Counter-espionage 55<br />
4<br />
Crop Rotation 47<br />
Crown 59<br />
Crusader Armies 42<br />
Declare War (Puppet King) 55<br />
Definition 40<br />
Differences 58<br />
Diplomacy 32, 48<br />
Diplomatic Actions 52<br />
Diplomatic Assets 51<br />
Divert Crusade (Marshal who is<br />
Crusader) 55<br />
Dread 26<br />
Economic Information 21<br />
Economy 32, 42<br />
Election 10<br />
Endurance 28<br />
Enforcer 27<br />
Engineering 27<br />
Espionage 32, 53<br />
Excommunicate (Cleric who is<br />
Pope) 54<br />
Exile / Call back a Knight 25<br />
Existing Alliance Pact 52<br />
Existing Pact of<br />
Non-Aggression 52<br />
Existing Trade Agreement 52<br />
Exotic Goods 48<br />
Expansionist 50<br />
Expense 43<br />
Experience 25, 29, 35<br />
Factors 40<br />
Fanatic 28<br />
Farms 45<br />
Filters 23<br />
Fist 28<br />
Food 44<br />
Food Wagon 35<br />
Formations 40<br />
Formation Commands 20<br />
Fortified Camp Assault 39<br />
Fortify 36<br />
Game Synopsis 9<br />
Game World 11<br />
General Introduction 9<br />
Giving Orders 25<br />
Glorious Conquest 47<br />
Gold 42, 51<br />
Governing 26<br />
Governing a Province 46<br />
Grand Cathedral 47<br />
Grand Fortress 47<br />
Grateful 49<br />
Greedy 49<br />
Hand over Crown<br />
(Puppetking) 55<br />
Hand over Town (Builder,<br />
Landlord, Merchant, Cleric<br />
governing) 54<br />
Happiness and Revolt Risk 45<br />
Hastings (1066 AD) 61<br />
Hattin (1187 AD) 61<br />
Healer 27<br />
Hiring a knight 24<br />
Historical Battles 61<br />
Honourable 49<br />
How To Build An Empire 31<br />
Income 43<br />
Infiltration 53<br />
Inflation 43<br />
Information Filters 20<br />
Installing the Game 7<br />
Instigate Army Revolt<br />
(Marshal) 54<br />
Interface 13<br />
Invade (Marshal who is rebel) 55<br />
Joining an existing game 58<br />
Jousting 28<br />
King 31<br />
Kingdom Advantages 18, 46<br />
Kingdom Banner 24<br />
Kingdom Information 21<br />
Kingdom Power 17, 44<br />
Kingdom Rankings 18<br />
Kingdom Treasury 17, 42<br />
Kingdom Wealth 18<br />
King of Towers 62<br />
King Personalities 49<br />
King Talents 32<br />
Knight Concept 24<br />
Knight States 25<br />
Lake Peipus (1242 AD) 61<br />
Land 37, 51<br />
Landlord 29<br />
Leadership 26<br />
Learning 27<br />
Learn to Play 16<br />
Lechfeld (955 AD) 61<br />
Line Formation 40<br />
Log 17<br />
Logistics 28<br />
Losing 11<br />
Loyalists 41<br />
Main Menu 13<br />
Manoeuvre 28<br />
March 36<br />
Marshal 19, 26<br />
Marshal Experience 26<br />
Marshal Skills 19, 26<br />
Menu 17<br />
Mercenaries 42<br />
Merchant 29
Militarist 49<br />
Military Units 74<br />
Minimap 18<br />
Minimum Configuration 6<br />
Monasteries / Mosques 45<br />
Morale 40<br />
Multiplayer 58<br />
Multiplayer Modes 60<br />
Muslim 56<br />
Narrow formation 41<br />
Nasty Gossip (Spy) 54<br />
Night Stalker 28<br />
Nikopolis (1396 AD) 62<br />
Open Battlefield 15, 60<br />
Open Field 37<br />
Orthodox 56<br />
Pacifist 50<br />
Pact of Non-Aggression 51<br />
Paganism 56<br />
Patriarch 57<br />
Peace Persuasion (Marshal) 54<br />
Personality 21<br />
Piety 43<br />
Piety, Gold, Food, Workers,<br />
Books 22<br />
Player 59<br />
Player Objectives 10<br />
Player Profile 13<br />
Play Alone 14<br />
Play on Europe 15<br />
Plundering 37<br />
Political Information 22<br />
Political View 12, 18, 21, 64<br />
Preach Crusade (Infiltrated spy<br />
as Cleric is Pope) 55<br />
Preferences 16<br />
Prince 33<br />
Princess 34<br />
Prisoner 30<br />
Propagate Culture (Cleric) 53<br />
Province Feature 22, 48<br />
Province Information 22<br />
Province Overview 18<br />
Purchase Units 60<br />
Queen 33<br />
Quick Battle 15<br />
Ready button 60<br />
Rebellion Risk 22<br />
Rebels 41<br />
Recommended 7<br />
Recruiting 35<br />
Relationship 22<br />
Relationship 50<br />
Religion 22, 32, 55<br />
Religious 49<br />
Religious figures 57<br />
Replenishment 35<br />
Retire 11<br />
River Cross 39<br />
Royal Court 17<br />
Royal Court 24<br />
Royal Dynasty 18<br />
Royal Dynasty 31<br />
Royal Library 18<br />
Royal Wedding 51<br />
Ruler Portrait 21<br />
Rural Areas 45<br />
Ruthless 49<br />
Sabotage Trade Route<br />
(Merchant trading) 54<br />
Sea Battle 39<br />
Secret Order 47<br />
Setting Up A Game 13<br />
Setting Up A Multiplayer<br />
Game 58<br />
Setup before start 58<br />
Siege 36<br />
Siege 38<br />
Siegecraft 28<br />
Silk Route 47<br />
Spear Mastery 28<br />
Special Commands 20<br />
Spread Heresy<br />
(Cleric - governing) 53<br />
Spread Religion<br />
(Cleric- governing) 53<br />
Spring Festivals 47<br />
Spy 29<br />
Spy Actions 53<br />
Squad 20<br />
Squads 34<br />
Squad Experience 20<br />
Squad Icons 20<br />
Squad Morale 20<br />
Squad Portrait 20<br />
Square Formation 41<br />
Stamina/Arrow/Men 20<br />
Stances 22<br />
Stances 50<br />
Start 60<br />
Starting the Game 8<br />
Status 59<br />
Steal Gold (Merchant) 54<br />
Stop 36<br />
Strategic View 11, 17, 22, 63<br />
Strategist 27<br />
Succession and Heirs 32<br />
Sword Mastery 26<br />
Tactics 27<br />
Team Colour 59<br />
Terrain 18, 40<br />
There are two possible<br />
outcomes: 10<br />
The Pope 57<br />
Timid 49<br />
Total Victory 10<br />
Towns 44<br />
Town Assault 16, 38, 61<br />
Town Improvements 45, 65<br />
Town Resources 44<br />
Trade Agreement 51<br />
Trade Goods 48<br />
Tribute 52<br />
Ultimate Emperor of Europe 10<br />
Ungrateful 49<br />
Uninstalling The Game 8<br />
Urbanization 48<br />
Valuable Rumours 21<br />
Vassalage 52<br />
Vassalage/Independency 50<br />
Villages 45<br />
Warfare 32, 34<br />
Wedge Formation 41<br />
Wheeling 41<br />
White Peace 52<br />
Wide formation 41<br />
Workers 45<br />
World View Simulation 41<br />
5
WARNING:TO THE OWNERS OF PROJECTION TELEVISIONS<br />
Still pictures or images may cause permanent picture-tube damage or mark the phosphor<br />
in the cathode ray tube. Avoid repeated or extended use of video games on largescreen<br />
projection televisions.<br />
WARNING<br />
Please read before using this game or allowing your children to use it.<br />
Some people are susceptible to epileptic seizures or loss of consciousness when<br />
exposed to certain flashing lights or light patterns in every day life. Such people may<br />
have a seizure while viewing television or playing certain video games. This may happen<br />
even if the person has no medical history of epilepsy or has never had any epileptic<br />
seizures.<br />
If you or anyone in your family have ever experienced symptoms related to epilepsy<br />
(seizures or loss of consciousness) when exposed to flashing lights, consult your doctor<br />
prior to playing.<br />
We advise parents to monitor the use of video games by their children. If you or<br />
your child experience any of the following symptoms: dizziness, blurred vision, eye or<br />
muscle twitches, loss of consciousness, disorientation, and/or any involuntary movements<br />
or convulsions while playing a video game, discontinue play IMMEDIATELY and<br />
consult your doctor.<br />
Precautions to take during use:<br />
• Do not sit too close to the screen. Sit a good distance away from the screen, as far<br />
away as the length of the cable allows.<br />
• Preferably play the game on a small screen.<br />
• Avoid playing if you are tired or have not had much sleep.<br />
• Make sure the room in which you are playing is well lit.<br />
• Rest at least 10 to 15 minutes per hour while playing a video game<br />
Minimum Configuration<br />
• Windows® XP, Windows® ME, Windows® 2000, Windows® 98 Second Edition<br />
(Windows® NT and 95 are not supported)<br />
• 1 GHz Intel® Pentium® III or AMD® Athlon processor<br />
• 256 MB RAM<br />
• 8x CD-ROM/DVD-ROM drive<br />
• 1.2 GB free hard disk space plus space for saved games (additional space required<br />
for Windows swap-file and DirectX 9.x installation)<br />
• 16 MB video card, capable of a resolution of 1024x768<br />
• DirectX 9.x compatible sound card<br />
• Keyboard<br />
• Mouse<br />
6
Recommended<br />
• 1.5 GHz or faster Intel® Pentium® IV or AMD® Athlon processor<br />
• 512 MB or more RAM<br />
• 16 x or faster CD-ROM/DVD-ROM drive<br />
Required for internet games<br />
• Subscribed internet service with an ISP<br />
• 56 Kbps or faster modem<br />
• ISDN<br />
• Broadband internet connection (DSL, cable modem , or faster)<br />
• 1 disc/player per computer<br />
Required for LAN games<br />
• TCP/IP compliant network<br />
• 1 disc/player per computer<br />
Installing the Game<br />
To install Knights of Honor:<br />
1. Start the Windows operating system.<br />
2. Close all open programs and background tasks, including virus scanners.<br />
3. Insert the Knights of Honor disc 1 into your CD-ROM/DVD-ROM drive.<br />
4. Click INSTALL to initiate the setup program. The InstallShield Wizard opens. Click<br />
NEXT to continue.<br />
5. You are now prompted to enter your serial number, which can be found on the back<br />
of your Knight of Honor CD case. Click OK to continue.<br />
NOTE: The game installer will now detect whether you need to install<br />
DirectX 9 or not. Click OK to continue.<br />
6. Choose whether you wish to install GameSpy Arcade or not and click NEXT.<br />
7. The Choose Destination Location window appears. This is the location where<br />
Knights of Honor is installed. Click NEXT to accept the default.<br />
8. To change the destination folder, click BROWSE &, select the location where you<br />
wish to copy Knight of Honor files, and click NEXT.<br />
9. Game files are copied to your hard drive. When the prompt appears, insert the<br />
Knights of Honor disc 2 into your CD-ROM/DVD-ROM drive and click OK to continue<br />
installation.<br />
10. If you wish to read the readme file or create a Knights of Honor shortcut on your<br />
desktop, check the appropriate boxes and click FINISH.<br />
7
Starting the Game<br />
To start Knights of Honor (with disc already in drive):<br />
1. Close all open programs and background tasks, including virus scanners.<br />
2. Left-click the START button from the Windows Taskbar and select All Programs ><br />
Black Sea Studios > Knights of Honor > Launch Knights of Honor.<br />
To start Knights of Honor (without disc already in drive):<br />
1. Start the Windows operating system.<br />
2. Close all open programs and background tasks, including virus scanners.<br />
3. Insert the Knights of Honor disc into your CD-ROM/DVD-ROM drive. The Autorun<br />
menu appears.<br />
4. If the Autorun menu does not automatically appear, left-click the START button from<br />
the Windows Taskbar and select Run &. Type D:\ autorun.exe in the Run dialog box,<br />
then click OK (substitute the correct letter of your CD-ROM/DVD-ROM drive if other<br />
than D: ).<br />
5. Left-click the PLAY button.<br />
Uninstalling The Game<br />
To uninstall Knights of Honor:<br />
1. Start the Windows operating system.<br />
2. Left-click the START button from the Windows Taskbar and select All Programs ><br />
Black Sea Studios > Knights of Honor > Uninstall Knights of Honor<br />
3. Follow the on-screen instructions to complete the uninstall process.<br />
4. Decide whether or not you want to keep the savegames and profiles on your PC.<br />
They can be used again when you reinstall the game at the same location.<br />
8
General Introduction<br />
Game Synopsis<br />
Welcome to Knights of Honor, the first Empire Conquering Simulation.<br />
The game’s mix of real-time strategy and outright warfare offers something for everyone,<br />
while forcing the player to try and maintain the fragile balance between military<br />
concerns, governmental appointments, and the economic and cultural development<br />
of their kingdom.<br />
It is time to think on your feet, for the decision as to how to conquer Europe is at last<br />
thrust into your hands.<br />
The knights are the most important element of the game, and with them, you will fight<br />
wars, manage provinces and secure trade agreements with other rulers. Think of the<br />
knights as a finite resource, for you have nine slots to fill with these powerful, brave<br />
and bold men.<br />
Fight, trade, make peace and form alliances to achieve your goal while developing a<br />
successful kingdom, using the knights in a variety of roles as other rulers do exactly<br />
the same.<br />
You will play in one of three major time periods during an age rife with conquest and<br />
confrontation:<br />
Early Medieval - about 1000 AD<br />
High Medieval - about 1200 AD<br />
Late Medieval - about 1350 AD<br />
These periods represent important milestones in the medieval ages, and each one<br />
comes with its own trials and tribulations. As a result, the kingdom you choose affects<br />
the difficulty and challenge of the game. For example, choose England and you<br />
will get a large kingdom with many resources, which represents a drastically different<br />
playing experience than if you had chosen to lead Aragon. Your economic and social<br />
situations, province sizes and how the rest of the world reacts to you will also be<br />
totally different.<br />
In Knights of Honor, your goal is simple: become the Emperor of all Europe by means<br />
fair or foul. However, you should keep in mind that you are not playing in a static environment,<br />
as the rest of Europe is vying for the same goals. You will be inundated with<br />
requests or threats from fellow rulers, as well as numerous agreements and perhaps<br />
even special missions.<br />
9
Player Objectives<br />
You assume the role of the guiding spirit in a kingdom of your choice and your main<br />
goal is to be a successful ruler. You are in charge of the virtual throne and it is your<br />
duty to decide the destiny of your empire. You can form alliances, plan conquests,<br />
develop your lands or spy upon others. It is your decision upon where you want to<br />
focus your efforts.<br />
Ultimate Emperor of Europe<br />
To win the game, you have to become the Ultimate Emperor of Europe. This goal can<br />
be achieved in one of two ways:<br />
• Winning the election for Ultimate Emperor of Europe.<br />
• Claiming the title of Ultimate Emperor of Europe.<br />
Election<br />
Once in a while, the seven most important kingdoms in Europe are ranked. The rulers<br />
of the first two kingdoms will become candidates and the five others will be the voters<br />
in the election of the Ultimate Emperor of Europe. The result of the election will be<br />
determined by many factors such as your relationship to the voters etc. You can attend<br />
the election as an observer to see who is voting for whom. If you are a candidate, you<br />
can accept or turn down the nomination. As an elector, you can abstain from voting.<br />
The reason behind each vote can be seen in the UI tooltips when rolling over the portrait<br />
of each voting king.<br />
There are two possible outcomes:<br />
• You win the election and become Ultimate Emperor of Europe, which means that<br />
you win the game.<br />
• You lose the election and another ruler will be elected to that title. In this case, you<br />
can accept the results and lose the game, or you can decline them and begin a<br />
war with all who voted for the elected ruler instead of you.<br />
Claiming the Title of Ultimate Emperor of Europe<br />
When you feel strong enough to win the election, you need not wait. You can always try<br />
to claim the title of Ultimate Emperor of Europe via the Royal Dynasty window. You then<br />
can manually initiate the election and see if the other kingdoms will elect you.<br />
Total Victory<br />
If you manage to conquer all provinces in Europe, you will automatically become the<br />
Ultimate Emperor of Europe.<br />
10
Losing<br />
You will lose the game when you have lost your last province or when you have accepted<br />
the election of another ruler to the role of Ultimate Emperor of Europe. You will then<br />
be directed to the Statistics Screen, where you can see your overall performance.<br />
Retire<br />
You can decide to leave the game at any time by retiring. If you retire, you will be directed<br />
to the Statistics Screen.<br />
Game World<br />
Knights of Honor has three game views, each of which offers a different type of information.<br />
The views show the game scenario from three different viewpoints.<br />
Strategic View<br />
The Strategic View represents the strategic layer of the game. This is the main game<br />
view and depicts the whole of Europe.<br />
From here you can make global decisions, which include:<br />
• managing your economy<br />
• recruiting and moving armies<br />
• assigning your knights<br />
• caring for the Royal Family<br />
• developing your provinces<br />
11
Battle View<br />
The Battle View represents the tactical layer of the game and shows the scenery from<br />
a much closer point of view than the Strategic View. You will see this view only when<br />
you decide to lead a battle yourself. This view can be used to control your troops and<br />
knights directly and it is here that you will execute the military strategies you have<br />
planned in the Strategic View.<br />
Political View<br />
In essence, this view is the combination of a political and economic map of Europe.<br />
From here, you can manage your diplomatic activities, plan your conquests and gain a<br />
summary of relevant information. Provinces can also be managed from here.<br />
12
Interface<br />
Setting Up A Game<br />
Before you try to successfully rule an Empire, it is best to familiarize yourself with<br />
Knights of Honor. Knights of Honor can be played completely by mouse but as many<br />
players favour keyboard controls, Chapter 13 provides an overview of the keyboard<br />
configuration and shortcuts for this style of play.<br />
Main Menu<br />
After loading the game and watching the intro movie, you will find yourself viewing<br />
the Main Menu.<br />
All menu keys are deactivated by default when the game is loaded for the first time.<br />
Before you can proceed, you must first create a player profile.<br />
Player Profile<br />
Game settings and saved games are stored in your profile.<br />
To create a profile:<br />
1. Click on the head icon.<br />
2. Edit your name and press when done.<br />
13
3. Click on the arrows to the left and right of the title in order to browse all available<br />
titles.<br />
4. Click on the portrait to select a different one.<br />
5. When you are finished, click the checkmark icon and your profile will be created.<br />
To edit a profile:<br />
1. Click on the inkwell icon.<br />
2. Click on the name and edit it. Press to finish.<br />
3. Click on the arrows to the left and right of the title to change.<br />
4. Click on the portrait to select a different one.<br />
5. When you are finished, click the checkmark icon and the changes will be complete.<br />
To change a profile:<br />
1. Click on the arrow icon to open the list with all created profiles on this computer.<br />
2. Browse the profiles with the up and down arrows.<br />
3. Click on a profile you wish to play with.<br />
4. Click the checkmark icon to accept the changes.<br />
Play Alone<br />
To access the Single Player menu, select Play Alone from the Main Menu. In the Play<br />
Alone Menu, you have the following choices available to you:<br />
Play on Europe: Plays the main game mode to conquer Europe.<br />
Quick Battle: Plays battle maps in the Battle View.<br />
Continue Saved Game: Loads a saved game.<br />
Period<br />
Chose entry period<br />
Europe Map<br />
Political map of<br />
Europe<br />
Kingdom<br />
Description<br />
Description of<br />
selected kingdom<br />
Back<br />
Back to singleplayer<br />
menu<br />
14<br />
Kingdom list<br />
Select the kingdoms<br />
from a list<br />
Map<br />
Select the kingdoms<br />
from the map<br />
Difficulty<br />
Chose level of difficulty<br />
Pause<br />
Check for power during<br />
battles<br />
Play<br />
Play the game
Play on Europe<br />
If you have decided upon Play on Europe, you will find yourself in the Kingdom Selection<br />
Menu. From here, you can select the kingdom you wish to play from all the available<br />
kingdoms, which can be browsed in a list or selected directly from the map. The<br />
available kingdoms change depending on the chosen period of play.<br />
You can also select the desired difficulty level. These are:<br />
• Easy, recommended for beginning and intermediate players<br />
• Normal, recommended for experienced and advanced players<br />
• Hard, recommended for expert players<br />
Finally, if you so desire, the world in the Strategic View will pause while you lead battles<br />
in the Battle View. It is turned off by default.<br />
After you have made your settings and clicked the Play button, you will find yourself in<br />
the Strategic View, looking over your kingdom.<br />
Quick Battle<br />
The Quick Battle mode allows you to jump straight into the action of medieval warfare<br />
without the strategic level attached to it. To access the Quick Battle Menu, select Quick<br />
Battle in the Play Alone Menu. You can chose between two game types, the Open<br />
Battlefield or the Town Assault.<br />
Open Battlefield<br />
In this game type, two randomly composed armies meet on a large, automaticallygenerated<br />
battlefield. In order to win, one must kill all enemy units or kill the enemy<br />
leader.<br />
Previous game<br />
type<br />
Changes the game<br />
type<br />
Attacker<br />
Chose to become the<br />
attacker<br />
Banner and<br />
Colour<br />
Shows your banner<br />
and colour<br />
Game<br />
Description<br />
Description of the<br />
selected game type<br />
Back<br />
Back to singleplayer<br />
menu<br />
Next game<br />
type<br />
Changes the game<br />
type<br />
Defender Chose<br />
to become the<br />
defender<br />
(Castle Assault only)<br />
Game type<br />
Selected game type<br />
Position<br />
Shows if you are<br />
attacker or defender<br />
(Castle Assault only)<br />
Play<br />
Play the selected<br />
game type.<br />
15
Town Assault<br />
Here, you have the choice to act either as the defender or the attacker. If you are the<br />
defender, you defend a town against the attacker, who tries to breach the walls and<br />
enter the town. If you are the attacker, the roles are reversed and you must conquer<br />
the town. The armies are randomly composed.<br />
Learn to Play<br />
Learn to Play will teach you how to play Knights of Honor. You will be introduced step<br />
by step into the rich gameplay and the sheer number of possibilities open to you in the<br />
game. When you leave the tutorial, your status will be saved in your profile and you<br />
can continue from where you left off.<br />
Preferences<br />
To access the Preferences Menu, select Preferences from the Main Menu. In this<br />
menu, you can customize the game settings to your taste or improve the performance<br />
when running Knights of Honor on a slower machine. You can also tweak the volume<br />
for the sound FX, music and speech or switch them off completely, should you desire.<br />
Additionally, you can define how often Knights of Honor is to save into the autosave<br />
file.<br />
16
Strategic View<br />
The Strategic View is the main game view. In this view, you rule over your provinces,<br />
plan your conquests, develop your lands, move your armies, and so on. Enemy territories<br />
are covered by fog of war, which means that you cannot see their armies unless<br />
they have crossed your borders.<br />
Kingdom Power<br />
This shows the current level of your Kingdom Power. Click on the number to increase<br />
it.<br />
Royal Court<br />
The Royal Court shows all Knights currently in your employ. Click them to issue commands<br />
or click on an empty slot to promote a new Knight.<br />
Kingdom Treasury<br />
All your Gold, Books and Piety are stored in the Kingdom Treasury. The numbers represent<br />
the current stock of each.<br />
Log<br />
Here you see all messages concerning other kingdoms. You can enlarge and reduce<br />
this window.<br />
Menu<br />
This will bring you to the Game Menu. From there, you can go to the Preferences<br />
Menu, save/load a game or retire.<br />
Kingdom<br />
Power<br />
Log<br />
Menu<br />
Royal Court<br />
Kingdom<br />
Treasury<br />
Battles and<br />
finished<br />
constructions<br />
Minimap<br />
Political<br />
View<br />
Royal Royal Kingdom Kingdom Province Kingdom<br />
Dynasty Library Wealth Advantages Overview Rankings<br />
17
Royal Library<br />
This opens up the Online Help, where you<br />
can learn additional information about the<br />
game.<br />
Royal Dynasty<br />
Here you can manage the Royal Family and gain information about them and their<br />
status. You will also find the Claim button here, which is used to initiate the claim for<br />
the title of Ultimate Emperor of all Europe.<br />
Kingdom Advantages<br />
This leads you to the Advantage Overview to see the Kingdom Advantages, Trade<br />
Goods and Exotic Goods that have already been processed.<br />
Province Overview<br />
This is where a list of all your Provinces will be shown including the level of development,<br />
ongoing construction, wars and production.<br />
Kingdom Wealth<br />
This opens a detailed overview of the Piety raised, Books written and income in Gold<br />
in your kingdom.<br />
Kingdom Rankings<br />
Kingdoms are constantly ranked by power, size, military, economy, trade, happiness<br />
and how much they are respected or hated. Clicking here will provide you with a detailed<br />
overview.<br />
Political View<br />
This leads you to the Political View, where you can retrieve valuable information about<br />
your empire, as well as other kingdoms. For more information, please read paragraph<br />
4 on page 27.<br />
Minimap<br />
The Minimap contains overview information and can be magnified if needed. It can<br />
also be switched between Political and Strategic modes.<br />
Terrain<br />
The geography in Knights of Honor plays a strategic role. The terrain defines the types<br />
of battles that can be fought and observed in the Battle View. Armies cannot pass<br />
through mountains and must board ships to cross the sea.<br />
18
Battle View<br />
This view can be only seen when you decide to lead a battle yourself, or when you<br />
play a Quick Battle or Multiplayer Match. Squads are selected via the left mouse button<br />
and are moved by clicking the right mouse button on the target. When you win or<br />
lose the battle, you will be presented with an Outcome Screen and transferred back<br />
to the Strategic View. During the battle, you can leave the view whenever you wish but<br />
you cannot return to it.<br />
Marshal(s)<br />
The portraits of the participating Marshals will be shown. Rolling the mouse pointer<br />
over them will display their names.<br />
Marshal Skills<br />
You can expand or reduce the list of skills for both your marshal and the enemy marshal.<br />
All skills developed by this point are shown.<br />
Army Morale<br />
This shows the overall morale of the participating armies.<br />
Battle Information<br />
This is where you can see the battle’s location and status, e.g. if you are losing or<br />
winning.<br />
Battle Bonus<br />
Depending upon the situation, an army may have a Battle Bonus. The bonuses are<br />
described in the Knight Concept section under Marshal skills.<br />
Marshals<br />
Marshal<br />
Skills<br />
Squad<br />
Squad<br />
Portrait<br />
Squad<br />
Experience<br />
Squad<br />
Morale<br />
Army<br />
Morale<br />
Stamina/<br />
Arrows/Men<br />
Battle<br />
Information<br />
Special<br />
Commands<br />
Commands Formation<br />
Commands<br />
Battle<br />
Bonus<br />
Informa-<br />
tion Filters<br />
Day/<br />
Night<br />
Squad<br />
Icons<br />
19
Information Filters<br />
You can toggle between five information filters. The Experience filter shows the experience<br />
level of all squads. The Stamina filter shows the current stamina of all squads.<br />
The Arrow filter shows the remaining arrows of the ranged units. The Men Count filter<br />
shows an overview of the men still alive in the squads. The Morale filter shows the<br />
current morale of all squads and is the default filter.<br />
Squad Icons<br />
These icons show which of your squads are participating in this battle. If a squad has<br />
been completely eliminated, its icon disappears.<br />
Commands<br />
Each of these icons represent a particular command. To order or command your<br />
troops, select a squad, click on the Command icon and then on the target.<br />
Formation Commands<br />
You can issue formation commands via these icons.<br />
Special Commands<br />
Stand Ground and Hold Your Fire commands are given to your selected squads via<br />
these buttons.<br />
Stamina/Arrow/Men<br />
Depending on the active information filter, this is where you can view the current<br />
stamina, remaining arrows or headcount.<br />
Squad Morale<br />
This shows the selected squad’s current morale.<br />
Squad Experience<br />
This shows the selected squad’s current experience level.<br />
Squad Portrait<br />
This portrait shows you what the selected squad looks like.<br />
Squad<br />
This is a squad on the battlefield.<br />
20
Political View<br />
In this view, you can retrieve vital global information about the various empires, including<br />
your own. You can also gather information about ongoing battles as well as the<br />
military activities currently taking place in your lands. On foreign territories, you can<br />
switch between kingdom information and province information.<br />
Kingdom<br />
Ruler Title<br />
Kingdom<br />
Name<br />
Religion<br />
Ruler<br />
Portrait<br />
Economical<br />
Information<br />
Valuable<br />
Rumors<br />
Political<br />
Information<br />
Ruler Name<br />
Filters<br />
Strategic<br />
View<br />
Relationship Age Personality Stances Kingdom<br />
Banner<br />
Kingdom Information<br />
Ruler Portrait<br />
Here you can see what the selected ruler looks like. To initiate an audience with the<br />
foreign kingdom, you must click on the ruler’s portrait, which will cause the Audience<br />
Window to appear.<br />
Age<br />
This is the selected ruler’s current age. Each ruler can die of old age during the<br />
game.<br />
Personality<br />
Each ruler has a specific personality. Their personalities define their diplomatic behaviour.<br />
Economic Information<br />
Clicking this icon lets you retrieve information about the selected kingdom’s economy.<br />
Valuable Rumours<br />
Click here to see if there are valuable rumours about this kingdom. The information<br />
you gain is more accurate when you have a Spy infiltrated there or a Merchant assigned<br />
to a trade route.<br />
21
Political Information<br />
This gives you information about the friends, enemies and vassalage status of the<br />
selected kingdom.<br />
Religion<br />
This shows the religion of the selected province or kingdom.<br />
Relationship<br />
This bar shows your current relationship with the selected kingdom.<br />
Stances<br />
These icons show your agreements and stance with the selected kingdom.<br />
Strategic View<br />
Clicking this button will return you to the Strategic View. Alternatively, you can doubleclick<br />
any kingdom and you will be brought to the location you clicked in the Strategic<br />
View.<br />
Province Information<br />
Town Name Religion Province<br />
Name<br />
Kingdom<br />
Banner<br />
Rebellion<br />
Risk<br />
Province<br />
Features<br />
Piety Gold Books<br />
Food Workers<br />
Rebellion Risk<br />
This shows the current risk of a rebellion breaking out in this province. If it is your own<br />
province, you can see a detailed overview about the happiness of the population in<br />
the selected area.<br />
Province Feature<br />
If a province has specific land features (0-3) they will be shown here.<br />
Piety, Gold, Food, Workers, Books<br />
This shows the current production of this province.<br />
22
Filters<br />
Kingdoms<br />
This is the default filter. When activated, it shows the current political<br />
climate with all kingdoms and their vassals on the European map, broken<br />
down by kingdom. It also shows armies currently traveling through<br />
your lands or on open seas.<br />
Relations<br />
Stances<br />
This filter shows your relationships with other kingdoms. Click on a foreign<br />
kingdom to learn more about their relations.<br />
By activating this filter, you can see your diplomatic stances with other<br />
kingdoms, each represented by a different color. It also allows you to<br />
find out about other kingdoms’ stances.<br />
Religion<br />
When this filter is activated, the map switches to a colour-coded system<br />
to show which religion each kingdom follows. Provinces of a different<br />
religion than the kingdom’s own are striped, where the stripes represent<br />
the province’s religion. When the province is currently going through conversion, you<br />
will see an icon displaying the religion it is being converted to.<br />
Units<br />
Click this to find out more about the availability of the different units in<br />
Knights of Honor. When activated, all available units in Knights of Honor<br />
are shown. Clicking a unit will display all the provinces where that type<br />
of unit is available or can be recruited.<br />
Province Features and Goods<br />
Clicking on this icon will shade green all provinces where it is available.<br />
Clicking on a Trade Goods icon will shade blue all provinces where it is<br />
currently being manufactured and striped blue where it is available to<br />
be manufactured. Clicking on one of the Exotic Goods will shade pink all the provinces<br />
where it is currently being imported. Goods or features you possess are marked with<br />
a green tick icon.<br />
23
Buildings<br />
Applying this filter will show you in which province you have built a specific<br />
structure, and which structures you can build. Click on a building<br />
and the appropriate provinces will be displayed.<br />
Rebellion Risks<br />
This filter shows you the current risk of rebellion status across Europe,<br />
broken down by province. It also shows the current level of town development<br />
in all provinces.<br />
Kingdom Banner<br />
The banner shown is that of the kingdom the province currently belongs to. Click on<br />
the banner to toggle between province and kingdom information.<br />
Knight Concept<br />
A ruler could be powerful, but he could not be in more than one place at the same<br />
time. He had to rely on loyal executives who would lead his armies, develop his lands,<br />
trade with other kingdoms or perform clandestine actions upon his behalf. In Knights<br />
of Honor, the knights represent these executives, and they can have six different professions.<br />
Each kingdom can have a maximum of nine knights in the Royal Court.<br />
Royal Court<br />
All knights hired to the Royal Court are represented within the nine slots at the top of<br />
the screen in the Strategic and Political Views. Here, you can see what your knights<br />
are currently doing, and interact with them if you so choose. Different colors represent<br />
the knights’ different professions.<br />
Hiring a knight<br />
With the exception of Merchants, all knights have an upkeep cost. Alternatively, you<br />
can assign a Prince or King without any cost at all, although Princes or Kings serving<br />
as knights can be killed or captured.<br />
1. Click on an empty slot.<br />
2. a) Click on a Prince/King or<br />
b) Click on the Promote icon to hire a knight.<br />
3. Decide the knight’s profession.<br />
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Marshal<br />
Spy<br />
Merchant<br />
Cleric<br />
Landlord<br />
Builder<br />
Exile / Call back a Knight<br />
If you no longer require the services of a particular knight, you can dismiss him<br />
from your Royal Court. A dismissed knight disappears and will never return, while<br />
a Prince/King can be sent to other assignments and will keep the experience they<br />
have gained.<br />
1. Click on a knight.<br />
2. a) If he is an actual knight, click the Exile button. He will immediately disappear.<br />
b) If he is a Prince / King, click the Call Back button. He will return to the Throne<br />
Room.<br />
Giving Orders<br />
Every knight can receive orders from you at any given time, depending on his state<br />
and profession.<br />
To issue an order you have to:<br />
1. Click on the specific knight.<br />
2. Click on one of the available orders.<br />
Knight states<br />
Occasionally, a small icon representing a knight’s current state may appear below him.<br />
Roll the mouse pointer over them to retrieve additional information.<br />
Experience<br />
Clerics, Merchants, Spies, Builders and Landlords can be educated to a<br />
higher level of experience through the use of books. There are up to five<br />
levels of experience, which are displayed as stars above the knights’ heads.<br />
The higher the experience level, the higher their bonus when governing towns, or the<br />
higher their chance of success may be.<br />
25
Governing<br />
Merchants, Landlords, Builders and Clerics can govern a province. Depending<br />
on their profession and experience, they may give the province a bonus.<br />
A knight governing a town can be identified by an icon below his face.<br />
Marshal<br />
Marshals are knights who can lead your armies. Without a Marshal in your<br />
service, you cannot conquer other provinces. In order to recruit units for<br />
your Marshal, he must be deployed in a town. The Marshal is the only<br />
knight in Knights of Honor who can learn new skills in order to improve his military<br />
performance. Marshals are also the only knights who appear as in-game units that<br />
can be moved around in the Strategic View. Some of your Marshals may even become<br />
Crusaders, and the Pope may even choose them to lead a crusade of their own.<br />
Marshal Experience<br />
Skills<br />
Morale<br />
Experience<br />
Points<br />
Experience<br />
Level<br />
sented by a star below his portrait.<br />
A Marshal receives experience during battles.<br />
For special achievements, like conquering a<br />
province or winning a battle, he receives<br />
more experience than he would gain just for<br />
participating. When he gains enough experience,<br />
he earns a new experience level, repre-<br />
Marshal Skills<br />
For each experience level your Marshal earns, he can be granted a new skill, or may<br />
choose to upgrade an existing one. A Marshal can have up to six different skills, each<br />
of which can be developed in three levels. The skills affect the military behaviour of the<br />
knight and the army under his command. They can improve the speed, morale, attack<br />
or defense bonus, and so on.<br />
Leadership<br />
Increases the army’s motivation when fighting with the Marshal. The army’s<br />
morale is higher than usual.<br />
Dread<br />
Causes the enemy soldiers to fear the Marshal. They suffer a decrease in<br />
morale in battle.<br />
Sword Mastery<br />
Makes the Marshal a master of the art of sword fighting. All sword fighting<br />
units gain experience faster than normal.<br />
26
Archery Master<br />
Makes the Marshal a master of the art of fighting with ranged weaponry. All<br />
ranged units gain experience faster than normal.<br />
Cavalry Master<br />
The Marshal becomes a master at horse riding. All mounted units gain experience<br />
faster than normal.<br />
Learning<br />
The Marshal becomes a better learner who gains experience faster than usual.<br />
Engineering<br />
The Marshal becomes a specialist in the use of siege weaponry. He can equip<br />
his army with advanced siege weaponry.<br />
Ballistics<br />
Makes ranged units more accurate and increases the damage they cause.<br />
Strategist<br />
Causes the army to march faster than normal and become more efficient at<br />
intercepting enemy armies.<br />
Healer<br />
The Marshal becomes a healer and, as a result, your army automatically recovers<br />
from some losses.<br />
Conqueror<br />
Causes the army to feel much more confident in enemy territory. The morale<br />
in foreign lands is higher than usual.<br />
Admiral<br />
The Marshal becomes a sailor, and the army is more confident being aboard a<br />
ship as a result. They also get an attack bonus in sea battles.<br />
Enforcer<br />
This skill causes the army to be more efficient at plundering. They collect<br />
more loot than normal.<br />
Tactics<br />
The Marshal becomes a tactician and, as a result, your army always gets an<br />
attack or defense bonus during camp assaults, fortified camp assaults, coastal<br />
landings and river crossings.<br />
27
Jousting<br />
Causes the Marshal and his guards to be more skilled in hand to hand combat.<br />
They have a higher attack bonus than normal.<br />
Endurance<br />
This skill causes the Marshal to train his army more intensely and more efficiently.<br />
As a result, they use less stamina in battles than usual.<br />
Night Stalker<br />
Causes the army to use the night as better cover during assaults, giving them<br />
a higher attack bonus than normal.<br />
Logistics<br />
Makes the Marshal’s army better at rationing their food, so they can travel<br />
farther and endure longer sieges.<br />
Siegecraft<br />
Causes the army to be more efficient at sieges and experience less attrition in<br />
sieges than it normally would.<br />
Fist<br />
The Marshal fights more brutally against rebels. As a result, the army has a<br />
higher attack bonus against rebels.<br />
Manoeuvre<br />
This makes squads much more maneuverable in battle. All squads move more<br />
quickly as a result.<br />
Spear Mastery<br />
The Marshal becomes a master at the art of fighting with a spear. All spearbearing<br />
units gain experience faster than normal.<br />
Fanatic<br />
This causes the army to act more fanatically when fighting armies of a different<br />
religion. As a result, their morale is higher than normal.<br />
28
Spy<br />
Spies are knights who perform clandestine actions for you. They can infiltrate<br />
other Royal Courts, where they can be hired for one of the six knightly<br />
professions. There are several espionage actions they can perform, depending<br />
on the profession assigned to them by the other King. But beware! The same<br />
can happen to you, possibly leaving you to unwittingly hire a Spy as a knight.<br />
A Spy can be captured and imprisoned, which is displayed as a series of bars over his<br />
portrait. A Spy who has not been assigned a mission will automatically protect your<br />
Royal Court.<br />
Experience<br />
A Spy slowly and automatically gain experience once he has successfully infiltrated a<br />
foreign Royal Court. Experience is gained much more quickly when he succeeds at a<br />
mission. The more experience he has, the greater his chance of success.<br />
Cleric<br />
Religion was very important during the Middle Ages, and this is reflected in<br />
Knights of Honor. The Cleric is your religious representative, helping you to<br />
increase the piety in your lands. Following a successful conquest, you can<br />
also send the Cleric to convert provinces of different religions to your own religion. A<br />
Cleric can also govern provinces, where he writes books and increases the amount of<br />
piety being raised in the area. An experienced cleric may one day become the Pope<br />
or Patriarch.<br />
Merchant<br />
Merchants are your trade representatives and allow you to actively trade<br />
with other kingdoms. They can import Trade Goods or raise additional gold<br />
income for you. Highly experienced Merchants raise more gold than less<br />
experienced Merchants. To assign a Merchant to a trade route, you need to have<br />
signed trade agreements with other kingdoms. When governing a province, a Merchant<br />
increases your gold income.<br />
Landlord<br />
Landlords are responsible for the food supply, which is the cornerstone of<br />
land development. He helps to ensure that your population is more effective<br />
in the production and consumption of food. Under his government, the<br />
population grows more quickly. He also rations the food consumption so your towns<br />
can endure longer during sieges. Lastly, he allows you to have more population in your<br />
provinces, which means a higher tax income.<br />
29
Builder<br />
The Builder takes care of construction in towns. He makes sure that your<br />
towns develop more quickly and are more efficient. Assigning a Builder to<br />
run a province will ensure that you have a higher amount of workers available<br />
in that province, how many workers will depend on the builder level.<br />
Prisoner<br />
Imprisoned foreign Spies and knights occupy a slot in your Royal Court. Clicking them<br />
lets you decide whether to release them, kill them or hold them for ransom. Your<br />
knights can be also imprisoned and you can either negotiate their freedom or leave<br />
them in the foreign dungeons. If you do not know where a Spy comes from, you can<br />
torture him to find out. However, be aware that doing so may kill the Spy and your<br />
relationship with his native kingdom may worsen, while also dropping your Kingdom<br />
Power by a significant amount.<br />
30
How To Build An Empire<br />
Royal Dynasty<br />
In order to build an empire, a ruler has to create a dynasty. Empires are not built in a<br />
day, and only a long and lively lineage of kings and heirs can guarantee the successful<br />
growth and prosperity of the future empire.<br />
The dynasty includes the royal family tree, which consists of the king, his wife and all<br />
their sons and daughters. When you begin the game, you will most probably have a<br />
King, a Queen and at least one Prince or Princess. With time, your Royal Family will<br />
grow and new children will appear (provided that the king is married). They will be<br />
babies at first, but will eventually grow up to be valuable assets that will enrich your<br />
kingdom.<br />
King<br />
As the ruler of your kingdom, the King is the central figure of your Royal Family. In<br />
Knights of Honor, there are many different kingly titles, such as Sultan, Emperor or<br />
Tzar, which are dependent upon the culture and religion of the country you choose<br />
to lead.<br />
Should your King die, whether from forcible death (i.e. on the battlefield) or from old<br />
age, a new King will be appointed. (Please refer to Succession and Heirs)<br />
31
You can have your King perform any knightly profession. If appointed to such a role,<br />
the King will earn additional bonuses when performing his duties. For example, if you<br />
appoint your King to be a Marshal, the armies he leads will earn a considerable boost<br />
to their morale. If the King himself enters the battle, all friendly units that see his heroic<br />
acts of valor will receive an additional morale bonus.<br />
King Talents<br />
Your King can have up to five talents in three different levels<br />
of development, which determine his personality. The<br />
talents and their level of development are fixed and do not<br />
change. The higher the level of development, the higher<br />
the bonus for that talent. They are first shown when a King is but a Prince, and stay<br />
constant until his death. You cannot see an enemy King’s skills.<br />
Economy:<br />
You get a bonus in your overall kingdom income as well as benefits to the King’s performance<br />
when assigned as a Merchant.<br />
Diplomacy:<br />
Your King’s diplomatic rating affects all diplomatic decisions. For instance, this means<br />
that you can more easily gain approval of your proposals.<br />
Warfare:<br />
All of your armies receive a morale bonus based on this talent’s level of development.<br />
Espionage:<br />
This talent increases the chance of success for all your spies.<br />
Religion:<br />
This talent speeds the conversion process and improves your Clerics’ performance.<br />
Succession and Heirs<br />
When your King dies, the rightful heir will succeed him. In the Royal Family window,<br />
you can choose which of his sons will be the rightful heir to the throne.<br />
To choose the King’s heir:<br />
1. Roll the mouse pointer over the Prince(s) to see their future talents as king.<br />
2. Click on the portrait of the Prince you wish to inherit the throne.<br />
3. A crown indicates the inheriting Prince.<br />
4. If you want to change heirs, click another portrait and the crown will move.<br />
32
Be careful: in Medieval times, the eldest son traditionally inherited the throne via right<br />
of succession. If you decide to give the your kingdom’s crown to the youngest son<br />
instead, his brothers may become rather angry when the day of inheritance comes.<br />
Apart from the King’s sons, all of the Princesses’ husbands can lay legitimate claim<br />
to the crown. When your King dies, all foreign Kings kin to yours (through a royal marriage<br />
between their sons or themselves and one of your King’s daughters) may decide<br />
to claim part of your empire. If you deny them their rights, they will go to war with you,<br />
so always think twice when marrying a Princess to another kingdom.<br />
If the King has no heirs, the royal succession passes to the Royal Court, where the<br />
most distinguished knights will contest the crown between them and decide who will<br />
be the new King. However, when the new King is appointed, the other knights may<br />
choose to not accept him as their liege, and will rebel. This means that if your King<br />
dies and has no heirs to succeed him, there is a very good chance that your kingdom<br />
will be plunged into a devastating civil war.<br />
Queen<br />
The Queen is the King’s royal wife. She is also mother to all of the potential Princes<br />
and Princesses. If one of your Princesses marries a foreign King, or an heir who becomes<br />
King, your country will be strongly represented in that particular court, resulting<br />
in better chances for espionage on your behalf.<br />
Prince<br />
Probably the Queen’s most important duty is to provide the kingdom and royal dynasty<br />
with at least one Prince. If the King has fathered at least one Prince, then you can<br />
rest assured that, when the time comes, the royal dynasty will continue without commotion.<br />
Of course, the more Princes your King and Queen have, the better off your<br />
kingdom will be.<br />
Apart from being useful as a political asset, your Prince is also very important in saving<br />
your kingdom money, for he can perform all duties that a regular knight can perform,<br />
but without charge. So, in effect, your Prince is a free knight. However, don’t get carried<br />
away and thoughtlessly risk your Princes. You may save the kingdom upkeep by<br />
assigning Princes in these positions, but this also means that you could theoretically<br />
lose your Princes and leave the kingdom without an heir.<br />
You can marry your Prince off to a foreign royal family. By doing so, you are entitled<br />
to a future claim to their crown in the form of one to three provinces. When the time<br />
comes and the foreign King dies, you can choose whether or not to exercise your<br />
claim. Of course, if you don’t claim part of the foreign kingdom, your relation with it<br />
33
will rise. Your Prince has to be alive in order to be able to make a claim. Don’t forget<br />
that the same also applies when a foreign Prince is part of your royal family and your<br />
King dies.<br />
Princess<br />
In Knights of Honor, Princesses are valuable diplomatic assets. Whenever you are trying<br />
to pull off a diplomatic deal, you can offer the hand of a Princess to improve the<br />
relationship, which will also greatly improve your chances of persuading the other side<br />
to accept a proposal. Similarly, another ruler may also suggest a Royal Wedding, either<br />
as a requirement or normal proposal. (See also Diplomacy)<br />
When you marry off a Princess, you will get a hefty bonus on all espionage activities in<br />
that kingdom. The bonus increases greatly should the Princess become Queen. (See<br />
also Espionage.)<br />
Just keep in mind that by marrying off a Princess, you also grant the other kingdom a<br />
right to a future claim to your lands.<br />
Warfare<br />
The number one method of expanding and building an empire is by conquest. World<br />
history has records of numerous campaigns, wars and conflicts all with the same ultimate<br />
goal: to conquer more lands and to become more powerful. In Knights of Honor,<br />
this tradition is maintained, as you are provided you with many tools to plan, execute<br />
and maintain your conquests. Take care not to fall in the oldest of all pit-traps: military<br />
power, although very important, is not enough to build a true empire. You will need to<br />
be wise and consider your actions carefully before deciding to send your armies on<br />
a rampage.<br />
Squads<br />
In Knights of Honor, you do not control single units but rather complete groups, which<br />
are called squads. Whenever you hire new troops, you hire complete squads. The<br />
number of units within a squad depends on the type of unit recruited. Only siege<br />
weaponry will be recruited and controlled on a single unit basis.<br />
Army<br />
In order to wage war, you must first build an army. An army consists of a marshal, who<br />
leads up to nine squads of soldiers and up to four siege units. Also, every army has a<br />
separate food supply that depletes over time when the army is not in a city.<br />
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Recruiting<br />
You can recruit squads from any town that you own. To recruit,<br />
you have to deploy a marshal in the town and then click the Recruit<br />
Army button on the interface. You will then see a menu with<br />
all units available in this town. If you roll the mouse pointer over<br />
a unit type’s icon, you will see a short description of the unit as<br />
well as the cost of recruiting one squad of that type. The costs<br />
include gold and food, and each unit takes away one of your citizens.<br />
Be careful not to run out of citizens when recruiting units<br />
from cities with a smaller population. Each city has three types<br />
of units that you can recruit:<br />
1. Special units for the kingdom you are playing. They can be recruited in every province<br />
you own.<br />
2. Local units available only in the region where the province is located.<br />
3. Provincial special units. They can only be recruited in this province.<br />
Some units have prerequisites to be met before they can be recruited. These could be<br />
buildings, such as Stables for mounted units or Swordsmith for sword units. The more<br />
complex the units, the more prerequisites you need to meet to recruit them. Some<br />
units may have as many as five prerequisites.<br />
Experience<br />
Every squad in your army gains experience from the battles they survive. With time,<br />
the squad will increase its level and greatly enhance its statistics. There are three<br />
levels of experience beyond the initial rookie level: regular, veteran and elite. The current<br />
experience level is represented by the stars next to the squads’ portrait in the<br />
Battle View.<br />
Replenishment<br />
When you fight battles, you will eventually face casualties. You can replenish<br />
squads from any town that you own. When restocking squads, you<br />
actually put fresh soldiers amongst the veterans, thus diluting the squad’s<br />
experience and increasing the time it takes them to increase in level. You can replenish<br />
every type of unit in every town.<br />
Food Wagon<br />
Recruited armies require food to support themselves during their march.<br />
When stationed in a city, the army uses food from the city reserves. When<br />
you order your Marshal to embark upon a military campaign, the army<br />
starts to consume food from its own stock, which will eventually be used up. When<br />
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that happens, the army will receive a penalty to their morale due to low rations. The<br />
food carried is represented by a Food Wagon in the interface.<br />
An army’s food rations can be restocked in two ways:<br />
1. When the army is deployed in a town, click on the wagon and its rations will automatically<br />
refill. Be aware that this food will be transferred from the city’s food storage.<br />
2. When the army is marching in enemy territory, you can command them to plunder<br />
a farm, and they will get food as loot.<br />
Army Commands<br />
You can order your army to perform different actions while playing in the Strategic<br />
View.<br />
March<br />
Stop<br />
Camp<br />
Fortify<br />
Attack<br />
Siege<br />
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This is a basic command that tells your army to move to the location you<br />
choose with the mouse. In order to move over a sea, you will have to board<br />
ships in a harbor or build your own ships.<br />
This orders your army to stop executing the previously issued command.<br />
When given this command, your army will build a camp and begin resting.<br />
While camping, the army replenishes lost morale and eats less food.<br />
The army builds a fortified camp that can be defended much more successfully.<br />
Your marshal has to have the Tactics skill to be able to use this<br />
command.<br />
This is a generic command that includes attacking an enemy army, reinforcing<br />
a battle, plundering a rural area or assaulting an enemy town.<br />
The army will lay siege to the enemy town. When the town’s food reserves<br />
are depleted, it will fall. If the army’s food stores are depleted before the<br />
town’s, it may break off the siege.
Board Ship<br />
This command can only be issued if the target is a harbor. The army will go<br />
to the harbor and, after a short boarding process, they will appear on a ship<br />
in the water, close to the harbor.<br />
Land<br />
This command can only be issued to an army aboard a ship. The army will<br />
disembark from the ship at the target location. If the target is inland, they<br />
will disembark at the coast and march to the desired position. After the<br />
army has left the ship, it will disappear.<br />
Build Ship<br />
Your marshal must have the Admiral skill, and the army has to make a<br />
camp close to the shore. When ordered to build a ship, the army will approach<br />
the shore and start building a ship. After a while, the army will appear<br />
on a ship in the water.<br />
Battles<br />
Battle Types<br />
Whenever your army meets an enemy object, such as an army, rural area or town, you<br />
automatically engage in battle. There are different types of battles based on the object,<br />
terrain or circumstances that preceded the battle.<br />
Open Field<br />
This battle is held in the open field between enemy armies. While each side enters battle<br />
with one army, it may reinforce it with another army later on. You can also choose<br />
to lead the battle personally, in which case a battle will be spawned in Battle View. The<br />
objective here is to destroy the enemy army or to force a retreat.<br />
Plundering<br />
Plundering occurs when an army attacks an enemy rural area. The primary reason<br />
for attacking the enemy’s rural areas is to plunder or to weaken them. If the area is<br />
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undefended, the battle ends after a given time. If a defending army attacks the plunderer,<br />
you can choose to lead your army and a battle will be spawned in Battle View.<br />
This battle will feature a rural area and the objective is either to defend the rural area<br />
or to destroy the defending army. If the plundering army wins the battle, the rural area<br />
is destroyed.<br />
Town Assault<br />
The town assault automatically occurs whenever an army attacks a town without a<br />
wall. If you chose to lead the battle, then a battle will be spawned in Battle View. If your<br />
army occupies the town, then you are the defender and your objective is to defend the<br />
town. If you are the attacker, then your troops are placed outside the town and your<br />
objective is to conquer the town. If the attacking army wins, the province will fall into<br />
their hands, as there is but one town per province. The defender can use up to two<br />
armies to defend his castle, as well as the garrison and the castle guards from the<br />
Town Watch building. The attacker can have up to two armies engaging in this battle.<br />
Siege<br />
If the town has a Palisade, Stone Wall or Bulwark, the attacking army can decide to<br />
lay siege to the town in order to starve them out. The siege lasts as long as the town<br />
has food reserves or until the attacking army’s food reserves are gone. The attacker<br />
can decide to assault the town at any time, at which point the Town Assault mechanics<br />
come into play. However, the defending army can decide to try to break the siege,<br />
and again the Town Assault map will be loaded. The town gives up when it runs out of<br />
food, and the province falls into the hands of the attacker.<br />
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River Cross<br />
A River Cross battle occurs when one army meets another army while crossing a<br />
river. If you decide to lead the battle in this instance, then a River Cross battle will be<br />
spawned in Battle View. The defending army will be placed on the shore with armed<br />
watch towers, while the attacking army appears on rafts in the middle of the river. The<br />
attackers’ immediate task is to land while being under fire from the defender’s ranged<br />
squads and towers; once landed, they must then form a battle order and attack.<br />
Camp Assault<br />
A Camp Assault battle occurs when an army attacks a camped army. If you decide to<br />
lead the battle, a Camp Assault battle will be spawned in Battle View. The defending<br />
army is caught unaware and the army is distributed over a number of tents. If the attacker<br />
is quick to advance, he could overrun the defender’s camp before the latter has<br />
time to break camp and arrange his battle formation.<br />
Fortified Camp Assault<br />
This is a version of the previous battle with one important difference: the defender’s<br />
camp is well fortified and there are towers protecting the tents. It is much more difficult<br />
to overrun this type of camp. To fortify a camp, the marshal has to have the<br />
Tactics skill.<br />
Sea Battle<br />
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A Sea Battle occurs when two ships meet at sea. This battle cannot be lead or played<br />
as a battle in Battle view.<br />
Terrain<br />
The terrain plays a very important role in Knights of Honor. There are five basic types of<br />
terrain: plains, forests, hills, mountains and water. The plains are the basic terrain type<br />
with penalties and bonuses for all units, depending on formations, marshal skills and<br />
unit types. The forests are a serious hurdle for all mounted units. If you have cavalry<br />
in your army, you should avoid battles in forested areas at all costs. Ranged units are<br />
also at a disadvantage in forests. The hills are heaven for archers as they receive a<br />
bonus on their range when placed on higher ground. The mountains are impassable in<br />
Knights of Honor, which makes the passes an important strategic asset. The big rivers<br />
spawn River Cross battles, while the seas can only be crossed with ships.<br />
Morale<br />
The units in Knights of Honor don’t have hit points. They only have one life and if hit,<br />
they die instantly. As a result, in order to win, you have to either kill the entire enemy<br />
army or scare it away. The units’ morale is the measure of how eager they are to fight,<br />
which might allow you to win the battle with fewer troops than your enemy, provided<br />
you use a carefully planned strike.<br />
Definition<br />
Morale is the amount of combat confidence possessed by a given unit. It is calculated<br />
per unit and shown per squad and army. Morale is dynamic and changes all the time<br />
to accommodate the changing conditions in this Medieval empire conquering simulation.<br />
Factors<br />
Morale is affected by many factors such as heavy losses, fighting on enemy territory,<br />
night marches, army leaders fighting side by side with the army, and so on. Many<br />
global economic, diplomatic and religious factors can also affect the army’s morale.<br />
The best way to rebuild morale is to camp the army often.<br />
Formations<br />
Since you command squads and not single archers or swordsmen, they can be ordered<br />
to assume three different formations to improve their tactical advantage. Once<br />
your squad assumes formation, you can order it to change formation, or to wheel left<br />
or right. You can also decide whether you want a narrow or a loose formation.<br />
Line Formation<br />
The line formation places the squads in two or three lines (based on the squad size).<br />
This formation is best for polearm units, such as those wielding spears and halberds,<br />
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since it allows the units in the rear ranks to fight together with those in the first rank.<br />
It is also good for ranged units.<br />
Square Formation<br />
Square is the bread-and-butter formation for the sword-wielding units. It is a robust<br />
formation that turns easily and is quick to face the enemy, avoiding flanking or rear<br />
attacks.<br />
Wedge Formation<br />
This is mainly a cavalry formation and is used to break the enemy’s battle order and<br />
to lower their morale. The wedge is very dangerous, especially when used with heavy<br />
cavalry. It is also recommended to be used by shock troops like the Teutonic Knights.<br />
Narrow formation<br />
Dense formations are more efficient in melee but are also more vulnerable to arrows.<br />
Wide formation<br />
Wide formations are less efficient in melee but are harder to hit with arrows.<br />
Wheeling<br />
You can wheel your squads left and right to improve the effect of the chosen formation<br />
and to avoid flank attacks.<br />
World View Simulation<br />
All battles can be fought without going into the Battle View. Instead, the battle can be<br />
simulated in the Strategic View. During the battle, you can click on it and you will see<br />
the type of battle, the leaders of the armies taking part with their respective bonuses,<br />
and a representation of the course of the battle. All conditions such as army morale<br />
and terrain are taken into account when calculating the outcome of the battle.<br />
Rebels<br />
Rebel armies spawn in provinces where the Rebellion Risk has become unbearably<br />
high. They always have a leader: the Rebel. Rebels have no banner and dress in white.<br />
Rebel armies usually consist of angered Peasants. If you do not fight the Rebels, they<br />
may decide to assault your town and claim independence. After a while, a Rebel becomes<br />
a Famous Rebel, making him much harder to beat. At this point, they start attacking<br />
neighboring provinces. Rebels disappear when the Rebellion Risk decreases<br />
or when killed.<br />
Loyalists<br />
After a province has been conquered and the realm changes the kingdom’s ownership,<br />
nostalgia may be so strong among the population that Loyalist armies may<br />
spawn. These units still feel loyal to their old kingdom and start to plunder or attack<br />
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the new ruler’s armies. Loyalists can be easily identified as they carry two flags, one<br />
white (for rebels) and one with the old ruler’s banner. They fight independently and<br />
cannot be controlled by the player. They disappear either when nostalgia decreases or<br />
when killed. The nostalgia is gradually decreased when the kingdom is at peace with<br />
all other kingdoms.<br />
Mercenaries<br />
From time to time, you will get a message that Mercenaries are camped near one of<br />
your towns. To find out what units are sitting within the Mercenary camp, you have to<br />
click on it. If there are squads you like, you can hire them for a price much lower than<br />
it would cost to produce them yourself. It is always worthwhile to find out what units<br />
they offer, as it is possible that very advanced and rare units are offering their services.<br />
To hire units, you must bring a Marshal to the camp.<br />
Crusader Armies<br />
When your Cleric has been appointed Pope, you can assign your Marshals to be Crusaders<br />
and lead Crusader armies. You can then tell each Marshal to begin a Crusade<br />
against ex-communicated and non-catholic kingdoms.<br />
Economy<br />
In order to have a better understanding of the economy in Knights of Honor, you have<br />
to grasp the structure of the economic system. No matter which flag you choose, you<br />
will always start the game with one kingdom. Some kingdoms only have one province,<br />
others have many provinces. In order to transform your kingdom into an empire, you<br />
need to know the building blocks of your kingdom.<br />
Kingdom Treasury<br />
Every action you take needs a certain investment on your side. You can accumulate<br />
resources so that when the time is right you can spend them to build an army, call a<br />
crusade or take over a conquered town more quickly. A short summary of your global<br />
treasury can be found in the upper right part of the screen and detailed information<br />
in the Kingdom Wealth screen, which you can open from the bottom interface or by<br />
clicking on one of the three symbols in your Kingdom Treasury.<br />
Gold<br />
Your primary resource is gold. You can earn gold in many ways. Your main sources<br />
of income are taxes, direct income from certain buildings, trade, diplomatic tributes,<br />
religious payments, plundering, and so on.<br />
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Income<br />
Your income statement shows where your gold comes from. The income from trade is<br />
summarized. If you want to check how much a particular route is making, just roll your<br />
mouse pointer over the Merchant.<br />
All happy citizens pay taxes. If you raise the tax level, you will collect more but you will<br />
have more unhappy citizens who don’t pay taxes. As a result, you should be careful<br />
when you raise the taxes, because you can occasionally lose money. On the other<br />
hand, if your citizens are excessively happy, you could raise the tax level and greatly<br />
increase your income. Excessive happiness is an profitable luxury. If your income is<br />
greater than your expenses, your profit is shown in green.<br />
Expense<br />
The expenses part of your income statement shows all regular money outflows. The<br />
upkeep for your knights is one of the major expenses. The upkeep is progressive, so<br />
for each additional knight in a profession, you will pay more. This means that having<br />
three Marshals will cost almost twice as much as having a Marshal, a Cleric and a<br />
Spy. Members of your Royal Family don’t require upkeep, so use them as wild cards.<br />
You incur expenses if you import resources or if you have to pay vassalage or religious<br />
fees. If your expenses are more than your income, your loss is shown in red.<br />
Inflation<br />
The most important expense is inflation. It appears when the gold in your treasury<br />
is much greater than the gross income of your kingdom. You can avoid inflation by<br />
spending some of the gold in your treasury or by increasing your income. Please note<br />
that inflation takes your income into account, so even if you are operating at a loss, a<br />
sufficiently high income will still prevent inflation.<br />
Piety<br />
Piety is a resource that quantifies the religious fervor possessed by your kingdom<br />
and your subjects. It is produced in town-based churches and cathedrals, as well<br />
as in monasteries/mosques. You need to spend piety for many religious and state<br />
activities.<br />
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Books<br />
Books are very important to your cultural advancement. Books are written in libraries<br />
and universities and your Clerics automatically write books when assigned as governors.<br />
You need books to adopt populations in conquered territories and to educate<br />
your knights.<br />
Kingdom Power<br />
Kingdom Power is a representation of your kingdom’s stability and prosperity. The<br />
greater your power, the better it will be. Each level of Kingdom Power will bring you reduced<br />
risk of rebellion and additional gold income. You can raise your Kingdom Power<br />
at any time by paying a certain amount of gold and piety, based on your kingdom’s<br />
size and constitution. Dishonorable diplomatic activities on your part will greatly hurt<br />
your Kingdom Power. The kingdom power meter is in the upper left part of the screen<br />
and ranges from -5 to +5.<br />
Towns<br />
In every province, there is one town. It is the heart of the province, and all settings affecting<br />
your province are made here. Your towns will gradually develop, and with every<br />
new improvement you make, they will increase in size and capacity.<br />
Clicking on any of your towns will open the town interface, which offers a lot of information,<br />
including how much the town is producing, the risk of revolt, the governor, the<br />
garrison and deployed armies, and so on.<br />
Town Resources<br />
Population Books In addition to the global resources collected<br />
Piety in the kingdom treasury, every town has a<br />
stock of local resources made up of food<br />
Gold and workers, which are produced and used<br />
Workers only in the towns. All resources are col-<br />
Food Food Storage lected from the rural areas, at which point<br />
the local resources are filtered into the town treasuries while the global resources are<br />
redirected to the Kingdom Treasury. In addition to the production in the rural areas,<br />
every town has a base amount of gold, food and workers that it produces. All production,<br />
including base town production, can be increased through certain buildings and<br />
improvements.<br />
Food<br />
Food is produced on farms and some town buildings, and is stored locally. It is part of<br />
the cost of recruitment for new units, and is also used during sieges to replenish the<br />
army’s food supply.<br />
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Workers<br />
The workers are a representation of the town’s building potential, and mostly come<br />
from outlying villages. Some buildings also grant additional workers. The more workers<br />
a town has, the faster its improvements will be completed.<br />
Town Improvements<br />
In every town, you can build a number of improvements to unlock<br />
new buildings or to enhance resource production,<br />
defense capabilities and unit recruitment.<br />
There are three groups of buildings:<br />
military, civilian and advanced. You can only make 18 improvements<br />
to your town, so choose carefully. To erect a new building,<br />
click on an empty slot and all available buildings will appear.<br />
Buildings which cannot yet be built are darkened and buildings<br />
which cannot be built at all are shown as grey stones. To find out<br />
about their requirements, roll the mouse pointer over them.<br />
Happiness and Revolt Risk<br />
Depending on your actions, there can occasionally be the risk<br />
of rebellion. You can check what exactly is causing the risk by<br />
opening the Revolt Risk window. If the risk is<br />
negative, you need not worry; if positive, the<br />
chance of an outbreak of rebellion is much more likely.<br />
Rural Areas<br />
As previously mentioned, all resources are produced in rural areas.<br />
Each time you start the game, the rural areas will be reset<br />
and you will have a different choice of rural areas to play with,<br />
even if you are playing with the same kingdom. After specific<br />
buildings have been constructed, you can increase the rural areas’<br />
production.<br />
Farms<br />
The farms produce food.<br />
Monasteries / Mosques<br />
Piety is raised in the monasteries / mosques.<br />
Villages<br />
The villages provide the town with workers.<br />
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Coastal Villages<br />
In coastal villages, you earn gold from the trading taking place there. Coastal Villages<br />
grant the town additional buildings and are only available in provinces with a path to<br />
the sea.<br />
Governing a Province<br />
You can assign all types of knights to be governors in your towns, with the exception of<br />
Marshals and Spies. A town can only have one governor and he will give you different<br />
bonuses, depending on his profession. Some of the game’s functionality will be available<br />
to the knights only if they are governors. For example, the Cleric can convert the<br />
religion of a given province only if he is governing it.<br />
Kingdom Advantages<br />
Kingdom advantages are rare economic achievements that give your kingdom unique<br />
bonuses. You can see all advantages and their respective bonuses in the Kingdom<br />
Advantages window. In order to achieve an advantage, you have to possess all the<br />
Trade Goods and Exotic Goods shown below each of the advantages. The advantages<br />
you currently do not possess are shown as silhouettes. When you gain one of these<br />
Kingdom Advantages, it will become fully colored. When a province which produces<br />
one or more of the goods necessary for a Kingdom Advantage is lost to the enemy,<br />
the Kingdom Advantage will also disappear immediately, and a replacement for the<br />
resource must be found.<br />
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Age of Discoveries<br />
Entering the Age of Discoveries will allow you to access never-before-seen<br />
riches. Your ships return fully loaded from the New World and cause all your<br />
coastal villages to raise additional gold.<br />
Age of Enlightment<br />
Accessing the Age of Enlightenment will allow you to hire the most respected<br />
scientists, doctors and philosophers to teach at your universities. The production<br />
of books written in your universities also increases.<br />
Crop Rotation<br />
Crop Rotation is an outstanding farming achievement. It enables your farmers<br />
to exploit your farmlands more effectively and increases food output while<br />
granting you additional food storage within your towns.<br />
Glorious Conquest<br />
Creation of the Glorious Conquest will improve your military ability immensely.<br />
It causes all of your units to fight even more bravely and to have a higher<br />
morale.<br />
Grand Cathedral<br />
The main achievement of the Grand Cathedral is to increase the faith within<br />
your kingdom. Visitors to your cathedrals will be awed and piety production<br />
is increased.<br />
Grand Fortress<br />
Creating the Grand Fortress makes your population feel safer and more<br />
secure under your protection. During sieges, your towns can stand longer<br />
against the besieging enemy.<br />
Secret Order<br />
Establishing the Secret Order gives your spies a significant advantage in espionage.<br />
Your spies get better training and gain more knowledge, improving<br />
their chance of success.<br />
Silk Route<br />
Discovery of the famous Silk Route grants you access to previously unknown<br />
precious goods. The demand for these goods is so high that the income from<br />
all your merchants increases.<br />
Spring Festivals<br />
Granting your citizens Spring Festivals provides a welcome alternative to their<br />
daily hard work. The ale consumption increases and famous bards entertain<br />
the people. It increases the happiness in towns that have an inn or hostel.<br />
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Urbanization<br />
Starting the Urbanization of your kingdom attracts more serfs from other<br />
kingdoms to move into your towns, increasing your population.<br />
Province Features<br />
Each province can possess different types of terrain called Province<br />
Features. A province can have up to three or none at all.<br />
These let you build additional structures which can later produce<br />
Trade Goods. For instance, the Province Feature known as Brine Deposits allows you<br />
to build a Salt Mine.<br />
Trade Goods<br />
Trade Goods are<br />
medieval products<br />
obtained from the<br />
assets in your province<br />
through manufacturing. You have to erect the appropriate buildings to obtain the<br />
required Trade Good. If you cannot produce a Trade Good, you can import it from a<br />
kingdom that does. Just check the Political View via the Province Feature and Goods<br />
filter to see who has the needed Trade Good, then establish a Trade Agreement and<br />
send a Merchant to import the needed product. You can check the Royal Library for a<br />
comprehensive list of all assets and valuables.<br />
Exotic Goods<br />
Exotic Goods are similar to valuables but they cannot be<br />
produced. As the name suggests, they come from exotic<br />
countries and can only be imported by towns which have<br />
built an admiralty. When the province falls into enemy<br />
hands, so does the Exotic Good.<br />
Diplomacy<br />
Almost every action you take has not only military and economic consequences,<br />
but also diplomatic consequences. For starters, you cannot invade<br />
a foreign country without first declaring war. What’s more, conquering<br />
an enemy will cause his friends to heavily dislike you. If you are too<br />
weak, you may find several of your enemies uniting to deal you a coordinated blow. In<br />
other words, you may have a lot of diplomatic work to do before you draw your sword.<br />
In order to engage in diplomatic activities, you have to select the kingdom you want to<br />
negotiate with and ask for an audience with the current ruler.<br />
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Rumours<br />
Relationship<br />
Age<br />
Potrtrait<br />
Click to open audience window<br />
Personalities Stances<br />
King Personalities<br />
Every kingdom is represented by a ruler. Clicking a specific kingdom will display its<br />
ruler’s portrait. Every ruler has personality traits which play an important role in their<br />
decisions on all diplomatic and military matters.<br />
Ungrateful<br />
An ungrateful ruler is more likely to ask for more tribute than to perform goodly<br />
deeds.<br />
Ruthless<br />
A ruthless ruler is more likely to break agreements and promises. He is also more<br />
likely to plunder.<br />
Militarist<br />
A militaristic ruler is more likely to go to war and is reluctant to accept peace.<br />
Timid<br />
A timid ruler is more likely to underestimate himself and is easier to persuade. He is<br />
also more likely to be weaker in his choice of language.<br />
Greedy<br />
A greedy ruler is more likely to be interested in buying cheaply while selling expensively.<br />
He is also likely to negotiate terms.<br />
Honourable<br />
An honourable ruler is more likely to keep promises, and is also more upset about<br />
broken promises.<br />
Grateful<br />
A grateful ruler is more likely to improve his relations with kingdoms who offer gifts<br />
and perform good deeds.<br />
Religious<br />
A religious ruler is more likely to focus on religious development, and prefers to deal<br />
with kingdoms of his own religion.<br />
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Arrogant<br />
An arrogant ruler is more likely to overestimate himself and is less afraid of others. He<br />
also tends to speak rudely more often.<br />
Expansionist<br />
An expansionist ruler is more likely to agree to higher terms when acquiring land and<br />
does not easily give land away. He is easily upset about lost land.<br />
Pacifist<br />
A pacifistic ruler is more likely to quickly agree to peace and often hesitates to go to<br />
war.<br />
Vassalage/Independency<br />
Kingdoms can be independent or they can be a vassal to a stronger kingdom. If a kingdom<br />
is a vassal, it cannot follow a diplomacy that is different from its patron. The only<br />
option a vassal kingdom has is to declare independence, in which case war is declared<br />
on the former sovereign. Being a vassal also means paying 50% of one’s total income<br />
to the overlord as a constant form of tribute.<br />
Stances<br />
The diplomatic situation changes constantly. The stances between kingdoms include<br />
being at war, being at peace, kin, trading, non-aggression or allied. When the stance<br />
is “at war”, the only option is to negotiate for peace.<br />
Relationship<br />
The relationship is the foundation of all politics. Your kingdom’s<br />
relationship with your neighbors, friends and enemies<br />
will change dynamically with every action you take<br />
and sometimes even without your involvement. Other kings’ decisions mostly depend<br />
on their relations with you. If the relationship is good, the chances of a ruler accepting<br />
a diplomatic proposal are higher. A good relationship does not automatically mean you<br />
are at peace, nor does a bad one mean you are at war. However, if your relationship<br />
with someone is poor and you do something which angers them, chances are good<br />
that they will declare war.<br />
Agreements<br />
In Knights of Honor, you can have several diplomatic agreements. Agreements can be<br />
seen as contracts signed between two kingdoms.<br />
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Trade agreement<br />
This agreement enables you to trade with a given kingdom. It establishes a trade route<br />
between one kingdom and another. If you assign a Merchant to this route, he can<br />
either trade for gold or import goods.<br />
Pact of Non-Aggression<br />
This agreement is a mutual promise to not attack one another so long as the agreement<br />
exists. You have to have a trade agreement in place to sign this. If you break<br />
this agreement, you will suffer a penalty to your Kingdom Power and all kingdoms will<br />
regard you as less trustworthy.<br />
Alliance Pact<br />
This agreement is one step further than the Pact of Non-Aggression, in that it contains<br />
a promise of help against a common enemy. You have to have both a Trade agreement<br />
as well as a Pact of Non-Aggression in order to sign this one. If you break this<br />
agreement, you will suffer a severe penalty to your Kingdom Power and all kingdoms<br />
will regard you as much less trustworthy. When signed, a new option becomes available<br />
in the audience window, allowing you to invoke the alliance when you are at war<br />
with someone else.<br />
Diplomatic Assets<br />
When negotiating a given agreement, you may be asked for certain diplomatic assets<br />
to sweeten the deal. You can also initiate such an offer yourself, or you may choose to<br />
demand assets from other kingdoms.<br />
The available diplomatic assets are:<br />
Gold<br />
You can offer gold to the selected ruler. When offering gold, you can choose between<br />
suggested amounts of gold. The higher the amount, the more pleased the selected<br />
ruler will be. You may also request gold from the selected ruler.<br />
Land<br />
To please the selected ruler, you can offer him one of your provinces. You can theoretically<br />
grant him all of your provinces but one. Similarly, you can also demand land from<br />
him, unless he has but one province remaining.<br />
Royal Wedding<br />
The princesses are a great asset. Arranging a wedding with a foreign prince or king<br />
makes your kingdoms kin, greatly increasing the relationship. However, do not forget<br />
that doing so can earn you the right to claim land when the other ruler passes away,<br />
whether of natural causes or covert action by one of your spies.<br />
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Vassalage<br />
Your greatest asset is your independence. If you give it up, you are then ruled by another<br />
kingdom. However, sometimes it is better to have a strong protector.<br />
Diplomatic Actions<br />
Depending on your kingdom’s state different diplomatic options are open to you.<br />
At peace<br />
When you are at peace with the kingdom with which you are negotiating, you can<br />
offer a gift, propose a wedding or propose a trade agreement. You can also demand<br />
an attack on another kingdom or that they break off relations with another kingdom.<br />
Of course, you can also choose to break off all relations or declare war, which will allow<br />
you to attack enemy buildings or armies. If you break off relations, your Kingdom<br />
Power will drop.<br />
Existing Trade Agreement<br />
When you trade with another kingdom, you have the same options as if you were at<br />
peace, except that you can now offer a Pact of Non-Aggression.<br />
Existing Pact of Non-Aggression<br />
When you have a Pact of Non-Aggression, you have the same options as if you were at<br />
peace, except that you can now offer an Alliance Pact. If you break your agreements,<br />
your Kingdom Power will drop.<br />
Existing Alliance Pact<br />
If you are allied with the kingdom with which you are negotiating, you can invoke your<br />
alliance to make him attack a kingdom with which you are at war.<br />
Being Vassal<br />
If you are vassal to another kingdom, the only option you have is to declare independence.<br />
This means you are automatically at war with your former overlord but you get<br />
full access to negotiate with this kingdom.<br />
At war<br />
If you are at war, you can only propose a peace agreement.<br />
White Peace<br />
If you feel that you and your enemy are equally matched, you can propose a white<br />
peace. This means that the war will end immediately without further repercussions.<br />
Tribute<br />
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If one side performed much better than the other in a given war,<br />
they may want a certain tribute before signing the peace agreement.<br />
The tribute is in the form of one or several diplomatic assets.<br />
You can demand or offer tribute.
Espionage<br />
The dark and shady ways of the Spy are yet another way to help your kingdom to<br />
become an Empire.<br />
Infiltration<br />
In order to be able to conduct Espionage, you must have a knight assigned<br />
as a Spy. After you have assigned a Spy, you must select the kingdom<br />
you want him to infiltrate. He will then enter the kingdom unrecognized<br />
and wait to be assigned as a member of the enemy court. Every time the<br />
enemy hires a knight in his court, there is a chance that this knight will be your Spy.<br />
The more experienced he is, the faster this will happen. However, it is possible that the<br />
court may choose to wait some time before assigning new knights. During the infiltration<br />
process, a small eye icon appears below the Spy’s portrait.<br />
Active Spy<br />
Once the Spy manages to successfully infiltrate the other kingdom’s Royal Court, you<br />
will be notified. At this stage, new options are available to you. The icon below the<br />
Spy’s portrait also changes to match the profession he is assuming in the foreign<br />
Royal Court.<br />
Spy Actions<br />
The actions your Spy can perform depend greatly on the profession he has been<br />
assigned. For example, if he is hired as a Marshal, he can induce the army to revolt<br />
or sign a secret peace treaty with you. If he is a Cleric, he can secretly spread your<br />
religion instead of that of the enemy. He can even become King of the enemy kingdom<br />
if the King dies and there are no heirs. Explore the opportunities available when your<br />
Spy is hired for different professions.<br />
Propagate Culture (Cleric)<br />
Raises nostalgic feelings in all border provinces of the infiltrated kingdom.<br />
Spread Heresy (Cleric - governing)<br />
Makes a province accept paganism as their religion.<br />
Spread Religion (Cleric- governing)<br />
Makes a province accept your religion.<br />
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Hand over Town (Builder, Landlord, Merchant, Cleric governing)<br />
When governing a town, the Spy can hand over the town without a fight.<br />
Claim Independency (Builder, Landlord, Merchant, Cleric governing)<br />
The spy claims independence for the province he is governing and he becomes<br />
king of the newly formed kingdom. The relationship towards you will be very<br />
good.<br />
Steal Gold (Merchant)<br />
The spy steals gold from the other kingdom’s treasury.<br />
Sabotage Trade Route (Merchant trading)<br />
This will make the infiltrated kingdom’s trading partner cancel their trade agreement.<br />
Arrange Annexation (Merchant)<br />
This allows you to annex all of the other kingdom’s lands. You can only issue this<br />
command when the other kingdom is smaller than yours, or a vassal.<br />
Assassinate King (Spy idle)<br />
The spy will try to kill the other kingdom’s ruler.<br />
Assassinate Royal Family (Spy idle)<br />
The spy will try to kill a member of other kingdom’s Royal Family.<br />
Nasty Gossip (Spy)<br />
The spy can make the other kingdom break all agreements with you. Useful<br />
when you want to attack and avoid the drop in Kingdom Power that arises from<br />
breaking all agreements.<br />
Peace Persuasion (Marshal)<br />
The spy will persuade the other ruler to offer you peace.<br />
Instigate Army Revolt (Marshal)<br />
This will turn all of the other kingdom’s armies into rebel armies which then start<br />
to fight their former ruler.<br />
Excommunicate (Cleric who is Pope)<br />
The spy excommunicates another kingdom for you.<br />
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Declare War (Puppet King)<br />
Your Spy, the puppet King, declares war on another kingdom.<br />
Divert Crusade (Marshal who is Crusader)<br />
When participating in a Crusade, the Spy can divert the Crusade against someone<br />
else.<br />
Hand over Crown (Puppetking)<br />
When your spy becomes King, you can ask him to hand over the crown to you,<br />
and all the lands will fall to your kingdom.<br />
Invade (Marshal who is rebel)<br />
When your Marshal leads a rebel army you can order him to invade a specific<br />
province.<br />
Preach Crusade (Infiltrated spy as Cleric is Pope)<br />
The spy calls for a Crusade against a specific kingdom. The spy must be infiltrated<br />
into the Papacy as Cleric and elected Pope.<br />
Counter-espionage<br />
You can protect your court from enemy spies by keeping a spy unassigned. Only<br />
when staying in the court will he actively search for enemy spies and inform you of<br />
their presence. The more experienced he is, the greater the chances are that he will<br />
detect foreign spies.<br />
Capturing<br />
If your spy fails on a mission or is revealed by a counterspy, he may be<br />
captured. If captured, he will go to prison and you will either have to ransom<br />
him out or deny any connection with him by ignoring his pleas to free<br />
him, thus abandoning him. The chance of success increases once more<br />
experienced spies have infiltrated the court.<br />
Religion<br />
Just as in the Middle Ages, religion plays a very important role in Knights of Honor.<br />
Your kingdom can follow one of the four different religions, each of which has its advantages<br />
and disadvantages.<br />
Catholic<br />
The Catholic religion is common to most of Western Europe. It descends<br />
from Rome and the Pope is its patron. Catholicism gives a kingdom an income<br />
bonus. If you are Catholic, you must behave properly, refraining from<br />
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attacking other Catholic nations and keeping up your relations with the Pope. If the<br />
Pope decides that you are not behaving properly enough, he can excommunicate you.<br />
You then lose all bonuses and other Catholic kingdoms can attack you without penalty,<br />
and may even declare a crusade against you. The Catholic kingdoms are the only ones<br />
that can call for crusades.<br />
Orthodox<br />
The Orthodox church is based in Eastern and Southeastern Europe. The<br />
Orthodox church’s patron is the Patriarch. If you play an orthodox kingdom,<br />
you will at first be subordinate to the Byzantine Patriarch. As a subordinate,<br />
you will automatically receive income and piety bonuses, but your armies will have a<br />
lower morale than normal. At any point later on, you can declare your church to be<br />
independent. To do so, your Royal Court must contain a level five Cleric, who then becomes<br />
your own Patriarch. The Cleric has to be a normal knight and not a member of<br />
the Royal Family. When you become an Independent Orthodox kingdom, you will have<br />
a book bonus and your armies’ morale will be normal but the gold and piety bonuses<br />
will be gone. Your Patriarch ages normally and will eventually die of old age. When this<br />
happens, you have to have an eligible replacement or your church will lose its independence<br />
and you will again be subordinate to Byzantium. Of course, you can play<br />
as the Byzantine empire. When you do so, you do not suffer the morale penalty, and<br />
still enjoy the benefits of the piety and gold bonuses. Additionally, you will have a new<br />
income subject on your balance sheet where you receive a constant payment from all<br />
subordinated Orthodox kingdoms.<br />
Muslim<br />
The Muslim kingdoms are based in North Africa and the Middle East as well<br />
as southern Spain in the early periods of the game. The Muslim religion<br />
gives a bonus on your units’ morale. This religion doesn’t have a patron.<br />
Only Muslim nations can call a Jihad, which is for defensive purposes only. When a<br />
Jihad is called, rebel armies spawn at the Mosques and attack any infidel army within<br />
the kingdom’s territory.<br />
Paganism<br />
The pagan kingdoms are mainly descendants of the tribes that invaded Europe during<br />
the Dark Ages. If you play as a pagan kingdom, you don’t collect piety at all and you<br />
suffer a penalty to your kingdom’s income.<br />
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Conversion<br />
When you conquer a province with a religion different than that of your own, you can<br />
choose to convert it to the state religion. This is done with the help of a Cleric assigned<br />
as governor of the province. A province with a different religion increases the unhappiness<br />
and risk of rebellion in the province.<br />
Accepting new Religion<br />
You can change your kingdom’s religion at any time, although you need to have<br />
enough provinces of the chosen religion in your possession. It also costs you gold<br />
and piety. When you do this, your Kingdom Power will drop dramatically and you will<br />
have to convert all your provinces to the new religion one by one. It is not possible to<br />
embrace Paganism.<br />
Religious figures<br />
Throughout history each religion has had its focus points. In Knights of Honor we have<br />
recreated the Vatican and The Byzantine Patriarchy.<br />
The Pope<br />
The Pope is the head of the Roman Catholic church. He is the principal<br />
of the only unplayable kingdom in the game The Papal States. He has<br />
a special status because he can excommunicate kingdoms that have<br />
strayed from the path of god or call crusades against infidels (including<br />
excommunicated Catholic kingdoms). When the Pope dies a new one is elected from<br />
all available Clerics in all Royal courts from all catholic kingdoms. The stronger the<br />
kingdom and the higher the Cleric’s level the better the chance of his being elected<br />
Pope. If your cleric gets elected Pope you will be able to excommunicate and call<br />
crusades through him. But be careful; if you abuse this power the Pope can even get<br />
angry at you.<br />
Patriarch<br />
The Patriarch has no special functions except that if you have an independent<br />
church and you assign your Patriarch as governor, he will<br />
perform his duties far better than an ordinary Cleric.<br />
Note: When a kingdom has been excommunicated or has declared independence,<br />
the religious symbols change into flaming icons.<br />
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Multiplayer<br />
Knights of Honor can be played simultaneously by six people over LAN, TCP/IP Internet<br />
or through the GameSpy matchmaking service. You can test your battle skills against<br />
your friends in four different modes.<br />
Setting Up A Multiplayer Game<br />
Joining an existing game<br />
To join an existing game:<br />
1. Run Knights of Honor<br />
2. Select Play with Friends in the main menu<br />
3. Define the preferred connection type<br />
a. When you want to play via TCP/IP or GameSpy you have to be connected with your<br />
ISP.<br />
4. Select one of the available games<br />
a. If you play via TCP/IP you need to know the host computer’s IP address<br />
1.2. Creating your own game<br />
To create your own game<br />
1. Run Knights of Honor<br />
2. Select Play with Friends in the main menu<br />
3. Define the preferred connection type<br />
a. When you want to play via TCP/IP or GameSpy you have to be connected with your<br />
ISP.<br />
4. Click on Create Game<br />
5. Enter the game’s name<br />
6. Select the multiplayer mode<br />
7. Define the number of players<br />
a. Historical Battles is 2 players only<br />
8. If you want to protect your game with a password, click on locked<br />
Differences<br />
There is one notable difference from the Battle View within the standard Single Player<br />
gameplay: when your units camp during battle, they increase their morale and replenish<br />
projectiles, except in the Historical Battles.<br />
Setup before start<br />
Once you have created a game, you will find yourself in the multiplayer lobby. Here<br />
you can chat with the other players, decide which team you want to play, and the<br />
team color / banner. In King of Towers and Town Assault, the player can purchase<br />
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their units. In Open Battlefield, each player gets a randomly chosen set of units, and in<br />
Historical Battles, these are always predefined.<br />
Status<br />
Banner<br />
Team<br />
Colour<br />
Purchase<br />
Units<br />
Cancel<br />
Player Mode Mapname<br />
Chat Logo<br />
Ready<br />
Chat line<br />
Change<br />
Team<br />
Start<br />
Player<br />
This shows the portrait, name and title of the profile you have chosen in the Knights<br />
of Honor main menu.<br />
Status<br />
This shows if the player is ready or still changing settings. The game can’t start until<br />
all player statuses change from a red cross to a green checkmark.<br />
Banner<br />
This shows the banner of the player’s own units. Clicking with the left mouse button<br />
lets you change your secondary color, and you can change your ornament by clicking<br />
with the right mouse button. The banner you see is formed by the primary (team) color,<br />
the secondary color and the ornament.<br />
Team Colour<br />
This is the primary team color and can be changed by clicking it. It applies to all team<br />
members.<br />
Crown<br />
The crown represents the player who created and is currently hosting the multiplayer<br />
game.<br />
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Purchase Units<br />
To purchase units, you have to click here. This option is only available in the King of<br />
Towers and Town Assault modes. You can purchase predefined sets of units but you<br />
cannot mix units from different sets.<br />
Chat<br />
Players can chat with one another. You can type your sentence in the chat line and<br />
then click send. The spoken text always appears next to the avatars. To review a conversation,<br />
you can open the chat log.<br />
Ready button<br />
When you have finished adjusting your settings, you can click the Ready button, which<br />
changes the status icon from a red cross to a green checkmark.<br />
Changing team<br />
Click here to join the other team. You can only do this when the other team still has<br />
an empty slot.<br />
Start<br />
Once all settings are complete and the Ready buttons have been hit, you have to click<br />
here to start a multiplayer game. The button is disabled until you and the other players<br />
have all hit the Ready button.<br />
Multiplayer Modes<br />
Knights of Honor features four multiplayer game modes. Each mode has it own rules<br />
and objectives.<br />
Open Battlefield<br />
When playing an Open Field battle, you play with randomly chosen units on a randomly<br />
generated map. If your knight gets killed, you instantly lose the game.<br />
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Town Assault<br />
Town Assault is similar to the Open Field Battle with a few differences. All of the defenders<br />
are spawned inside a town that they will have to defend. Again, if you lose<br />
your knight, you lose the game.<br />
Historical Battles<br />
Some of the most thrilling historical battles of all time have been recreated in this section.<br />
You can choose whichever side you want and play the following battles. These<br />
battles are for two players only and are played on an open field.<br />
Lechfeld (955 AD)<br />
The Magyar threat escalated quickly in the middle of the tenth century. Otto I assembled<br />
a strike force of 4000 heavy armored knights and rode to meet the Magyar<br />
army near Augsburg. The battle took place between the Lech and Schmutter rivers.<br />
Otto achieved a resounding victory, managing to capture or kill most of the Magyar<br />
nobility, effectively putting an end to the Magyar invasion.<br />
Hastings (1066 AD)<br />
Fought on October 14, 1066, between William, Duke of Normandy and King Harold<br />
Godwinson of England, this battle was a major turning point in English history. This<br />
battle is also remembered for the heavy casualties that were suffered by both sides.<br />
The Battle of Hastings was the last time England was successfully invaded and conquered<br />
by a foreign army.<br />
Hattin (1187 AD)<br />
The battle of the Horns of Hattin on July 4, 1187, was one of the bloodiest battles of<br />
the Crusades. Its final outcome was disastrous, with the end result being the destruction<br />
of the Crusader army of the kingdom of Jerusalem. It also led to the eventual<br />
capture of Jerusalem by the Muslim forces of Saladin. He destroyed the Crusader<br />
kingdom and, in a way, created the motives for the Third Crusade.<br />
Lake Peipus (1242 AD)<br />
The battle at Lake Peipus was fought between the Teutonic Knights and the inspirational<br />
Kniaz of Novgorod, Aleksander Nevski. The Teutonic Order had the backing of<br />
the Pope and the Emperor of the Holy Roman Empire but they still could not break the<br />
resistance of the Russian city-state. This fierce battle at the frozen shores of the Baltic<br />
lake brought the Eastern Crusades to an end.<br />
Bannockburn (1314 AD)<br />
Bannockburn was the climax of King Robert the Bruce’s career. The death of ‘iron’<br />
Edward I (Longshanks) had left England to be ruled by his son and heir Edward II,<br />
who was not forged from the same mould as his father. His carelessness allowed the<br />
Scots to recover from the heavy blows his father had dealt them, and by 1314, Robert<br />
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the Bruce had captured almost every English city north of York. Edward II gathered an<br />
army and marched forth to subdue the Scots, but Bruce won the decisive battle at<br />
Bannockburn, thus giving Scotland its independence.<br />
Nikopolis (1396 AD)<br />
By the late 14th century, the once-mighty Byzantine Empire had been reduced to little<br />
more than the city of Constantinople. In 1391, the Ottoman ruler Bayazid besieged the<br />
city. Pope Boniface IX called for a crusade, and John De Nevers, the son of the Duke<br />
of Burgundy, led a Bracno-Burgundian army to fight the Ottomans. He was joined<br />
by King Sigizmund of Hungary. The crusaders met the Ottomans at Nikopol on the<br />
Danube. The arrogance of the French nobles was once again shown when John De<br />
Nevers led his knights into a frontal charge of the Ottoman positions without waiting<br />
for the bulk of the army to follow. The Turks took advantage of this reckless act and<br />
counter-attacked the Franks with their heavy cavalry and Serbian allied regiments. The<br />
last Crusade ended infamously on the banks of the Danube.<br />
King of Towers<br />
King of Towers is a special mode of play where both sides compete for the towers<br />
on the battlefield. In this mode, you will play on an open field with a set number of<br />
towers. In the beginning, the towers are neutral. You have to capture as many towers<br />
as possible, for every tower in your possession generates an additional amount of<br />
money. If you order your knight to camp, you can purchase additional units for your<br />
army from the knight’s tent. The goal of the game is to capture all of the towers or to<br />
kill all enemy knights.<br />
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Controls<br />
Battle View<br />
Action .................................................................................................. Controls<br />
Single squad selection .................................................................................LMB<br />
Multiple squads selection ...............................................................SHIFT + LMB<br />
Group squads ............................................................................ CTRL + (1….0)<br />
Group selection ......................................................................................... 1…0<br />
Draw formation ............................................................RMB + Mouse movement<br />
Default squad command ...........................................RMB over target/destination<br />
Squad command .......................................................LMB over target/destination<br />
Set Waypoint ................................................................. SHIFT + RMB on terrain<br />
Center screen on squad ...........................................................................SPACE<br />
Center and select Marshal 1 .....................................................................ALT+1<br />
Center and select Marshal 2 .....................................................................ALT+2<br />
Select all squads on field ....................................................................... CTRL+A<br />
Attack .............................................................................................................A<br />
Move ..............................................................................................................W<br />
Run .................................................................................................................U<br />
Charge Enemy ................................................................................................ C<br />
Mobilize/Camp .................................................................................................P<br />
Shoot ............................................................................................................. O<br />
Cease Fire / Continue Firing - toggle .................................................................F<br />
Stand Ground / At ease - toggle ....................................................................... G<br />
Squad info - experience .................................................................................F5<br />
Squad info – stamina .....................................................................................F6<br />
Squad info – arrows .......................................................................................F7<br />
Squad info – men count .................................................................................F8<br />
Squad info - morale .......................................................................................F9<br />
Select complete army 1 ........................................................................ SHIFT+A<br />
Select complete army 2 ............................................................................ALT+A<br />
Wedge formation ............................................................................................W<br />
Square formation ............................................................................................ Q<br />
Line formation ..................................................................................................I<br />
Widen formation ............................................................................................. D<br />
Narrow formation ............................................................................................ N<br />
Turn left ...........................................................................................................E<br />
Turn right ........................................................................................................R<br />
Strategic View<br />
Action .................................................................................................. Controls<br />
Army selection ............................................................................................LMB<br />
Default army command .............................................RMB over target/destination<br />
Army command ........................................................LMB over target/destination<br />
Set Waypoint ................................................................. SHIFT + RMB on terrain<br />
Open Menu .................................................................................................ESC<br />
Open Royal Library .........................................................................................F1<br />
Quicksave .....................................................................................................F2<br />
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Quickload ......................................................................................................F3<br />
Open Royal Dynasty .......................................................................................F5<br />
Open Kingdom Wealth ....................................................................................F6<br />
Open Kingdom Advantages .............................................................................F7<br />
Open Province Overview .................................................................................F8<br />
Open Kingdom Rankings ................................................................................F9<br />
Toggle between Political View and Strategic View ...........................................F10<br />
Opens Audience Window of another kingdom ................................................... D<br />
Opens Town Development menu of selected town ..............................................B<br />
Opens Happiness menu of selected town ......................................................... H<br />
Default view minimap ......................................................................................M<br />
Open Load Dialog ............................................................................................L<br />
Open Save Dialog ............................................................................................S<br />
Refills all squads when deployed in town ...........................................................R<br />
Alphabetical order of towns when assigning governor .........................................A<br />
Captured time order of towns when assigning governor ......................................T<br />
Center screen on currently selected object ................................................SPACE<br />
Board Ship ....................................................................................Numpad 1, O<br />
Land ............................................................................................. Numpad 2, N<br />
Build ship ...................................................................................... Numpad 3, U<br />
Fortify Army ....................................................................................Numpad 4, F<br />
Attack Army ................................................................................... Numpad 5, A<br />
Siege Town ......................................................................................Numpad 6, I<br />
March .......................................................................................... Numpad 7, W<br />
Stop ...............................................................................................Numpad 8, T<br />
Camp ............................................................................................ Numpad 9, C<br />
Jumping between war events .............................................................Backspace<br />
Political View<br />
Action .................................................................................................. Controls<br />
Own kingdom selected .............................................................................SPACE<br />
Kingdoms Filter .................................................................................. Numpad 7<br />
Relations Filter ................................................................................... Numpad 8<br />
Stances Filter ..................................................................................... Numpad 9<br />
Religions Filter ................................................................................... Numpad 4<br />
Rebellion Risk Filter ............................................................................ Numpad 5<br />
Province Features and Goods Filter ..................................................... Numpad 6<br />
Units Filter ......................................................................................... Numpad 1<br />
Buildings Filter ................................................................................... Numpad 2<br />
Toggle between Strategic and Political View ..................................Numpad 3, F10<br />
Open Audience Window of other kingdom ......................................................... D<br />
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Town<br />
Improvements<br />
Admiralty<br />
The Admiralty allows exotic resources to<br />
be imported into the coastal village.<br />
Upgrade of: Harbour<br />
Upgradeable to: Coast Guard<br />
Armoury<br />
The Armoury is required for training armored<br />
units within the town.<br />
Requires: Training Grounds<br />
Allows: Plate Armourer, Scale Armourer,<br />
Chain Mail Workshop<br />
Axe Smith<br />
The Axe Smith is required for training<br />
units armed with axes.<br />
Requires: Training Grounds<br />
Bakery<br />
The Bakery increases the ability of the<br />
town to support its citizens with pastries.<br />
It increases both food storage and food<br />
supply.<br />
Requires: Granary<br />
Bonuses: +1 food in all farms, +200 extra<br />
food storage in the province<br />
66<br />
Ballista Towers<br />
The Ballista Towers are equipped with<br />
ballistae. During sieges and assaults, they<br />
automatically fire missiles towards the<br />
enemy.<br />
Requires: Stone Wall<br />
Bonus: Siege attrition for the town<br />
Bee Yard<br />
The Bee Yard features bee-hives, which<br />
produce honey and beeswax.<br />
Required Province Feature: Fertile Soil<br />
Product: Honey<br />
Bulwark<br />
The Bulwark is a massive stone wall designed<br />
to protect the town. It increases<br />
the amount of time needed for the enemy<br />
to take the town by siege. It also reduces<br />
the attrition amongst the defenders.<br />
Upgrade of: Stone Wall<br />
Butcher<br />
The Butcher supplies the citizens with<br />
fresh meat. This ensures that the towns<br />
will endure longer when under siege.<br />
Requires: Salt Mine, Tool Smithy, Cattle<br />
Farm
Bonuses: +2 food in the town, +1 food<br />
in all farms, +200 extra food storage in<br />
the province<br />
Catapults<br />
The Catapults are placed on the drum<br />
towers. They increase the attrition that the<br />
enemy armies suffer during sieges. The<br />
catapults on the towers are very deadly<br />
and shoot automatically during assaults.<br />
Requires: Tool Smithy<br />
Upgrade of: Drum Towers<br />
Bonuses: Siege attrition for the town<br />
Cathedral<br />
The Cathedral raises more piety in your<br />
province than a simple church. Orthodox<br />
Christians need a cathedral to be able to<br />
claim independence from the church.<br />
Requires: Wax Maker, Dyes Workshop,<br />
Sculptors Guild<br />
Upgrade of: Church<br />
Bonuses: +2 piety in the town, +3 piety in<br />
the monasteries<br />
Cattle Farm<br />
The Cattle Farm supplies cattle, which<br />
can be used to strengthen the economy<br />
of the town.<br />
Allows: Tannery, Butcher<br />
Required Province Feature: Pasture<br />
Product: Meat<br />
Cauldrons<br />
The Cauldrons are placed on top of the<br />
gates. During assaults, they cause deadly<br />
damage to enemies who try to breach the<br />
gates.<br />
Requires: Tool Smithy<br />
Upgrade of: Gate Towers<br />
Chain Mail Workshop<br />
The Chain Mail Workshop is required for<br />
training chainmail-wearing units within<br />
the town.<br />
Requires: Armoury<br />
Church<br />
The Church increases and raises piety in<br />
the provinces. It also raises the price for<br />
religious conversions in this province.<br />
Upgradeable to: Cathedral<br />
Bonuses: +1 piety in the town, +1 piety in<br />
the monasteries<br />
Coast Guard<br />
The Coast Guard watches for enemy ships<br />
in the nearby coastal waters. If the enemy<br />
attempts to land on this realm’s coastline,<br />
the Coast Guards will rise to prevent the<br />
landing.<br />
Requires: Stonemason, Town Watch<br />
House<br />
67
Upgrade of: Admiralty<br />
Bonuses: +5 gold<br />
Corner Towers<br />
The Corner Towers strengthen the town’s<br />
fortifications. They increase the attrition<br />
suffered by the besieging enemy. They<br />
also provide outstanding tactical positions<br />
for the defending archers during<br />
assaults.<br />
Requires: Stone Wall<br />
Bonus: Siege attrition for the town<br />
Docks<br />
The Docks allow small trading ships to<br />
moor in coastal villages, making them<br />
more profitable. As a result, the food supply<br />
for the town is also increased.<br />
Allows: Harbour<br />
Upgrade of: Fishmongery<br />
Bonuses: +2 food, +1 gold in the Coastal<br />
Villages<br />
Drum Towers<br />
The Drum Towers are half-round towers<br />
set in the walls, which create additional<br />
space for units. Drum towers increase the<br />
attrition that the enemy army suffers during<br />
sieges.<br />
Requires: Stone Wall<br />
Upgradeable to: Catapults<br />
Bonuses: +5 siege defense for the town<br />
68<br />
Dyes Workshop<br />
The Dyes Workshop processes minerals<br />
and prepares dyes.<br />
Requires: Tool Smithy<br />
Allows: Cathedral, Tailor<br />
Required Province Feature: Mineral Deposits<br />
Product: Dyes<br />
Fishmongery<br />
The Fishmongery increases the food supply<br />
in the town.<br />
Allows: Pickler<br />
Required Province Feature: Fishery<br />
Upgradeable to: Docks<br />
Bonus: +1 food in the coastal village<br />
Fletcher<br />
The Fletcher crafts bows and arrows. He<br />
is necessary in order to train ranged units<br />
within the town.<br />
Requires: Training Grounds<br />
Gate Towers<br />
The Gate Towers strengthen the town’s<br />
gates. Gates protected by towers are<br />
much harder to breach. They also provide<br />
defending archers with an outstanding<br />
tactical position for shooting at enemies.<br />
Requires: Stone Wall
Upgradeable to: Cauldrons<br />
Bonus: Siege attrition for the town<br />
Granary<br />
The Granary increases the town’s food<br />
storage. Increased food storage allows<br />
the town to endure enemy sieges for a<br />
much longer period of time.<br />
Allows: Stable, Bakery<br />
Bonus: +100 extra food storage in the<br />
province<br />
Halberd Mastersmithy<br />
The Halberd Mastersmithy is required to<br />
train units armed with halberds.<br />
Upgrade of: Spear Maker<br />
Harbour<br />
The Harbour allows bigger ships to anchor<br />
in the province, which in turn increases<br />
the gold income.<br />
Requires: Docks<br />
Upgradeable to: Admiralty<br />
Bonus: +3 gold in the coastal village<br />
Hemp Field<br />
The Hemp Field is an area of fields that<br />
grow hemp. Hemp is used for making<br />
linen.<br />
Allows: Rigger s Store, Weaving Mill<br />
Required Province Feature: Fertile Soil<br />
Hostel<br />
The Hostel provides more space for travelers<br />
and workers. It also increases the<br />
number of workers in the province. The<br />
citizens gather here to entertain themselves,<br />
which increases the town’s overall<br />
happiness.<br />
Upgrade of: Inn<br />
Bonuses: +2 workers in the town, +1<br />
worker in all villages, +1 happiness in the<br />
province<br />
Hunters Huts<br />
The Hunter’s Huts are where the hunters<br />
skin and prepare their hunted animals.<br />
Required Province Feature: Game land<br />
Product: Hides<br />
Bonuses: +1 gold in the town<br />
Ink Maker<br />
The Ink Maker is where ink is produced.<br />
Allows: Scribe’s Office<br />
Required Province Feature: Mineral Deposits<br />
Product: Ink<br />
Inn<br />
The Inn provides basic space for travelers<br />
and workers. It also increases the number<br />
of serfs in the province. The citizens<br />
69
spend time here drinking ale and singing,<br />
increasing the town’s overall happiness.<br />
Upgradeable to: Hostel<br />
Bonuses: +1 workers in all villages, +1<br />
happiness in the province<br />
Library<br />
The Library is where enlightened scribes<br />
work to increase the number of books<br />
written in the kingdom.<br />
Requires: Parchment Maker<br />
Upgradeable to: University<br />
Bonuses: +1 books in the town<br />
Market<br />
The Market provides space for traders<br />
to exchange their goods, increasing the<br />
town’s gold income.<br />
Requires: Tax Collector’s Office<br />
Upgradeable to: Merchant Guild<br />
Bonuses: +1 gold in the town, +1 gold in<br />
all villages<br />
Merchant Guild<br />
The Merchant Guild provides the wealthiest<br />
merchants in town with a place to create<br />
rules in order to enhance their profits.<br />
It increases the town’s gold income.<br />
Requires: Tailor, Winery<br />
Upgrade of: Market<br />
Bonuses: +2 gold in the town, +1 gold in<br />
all rural areas<br />
70<br />
Moat<br />
The Moat is a trench full of water encircling<br />
the citadel and can only be crossed<br />
via a drawbridge. Moats are the most sophisticated<br />
form of fortification and make<br />
the town almost invincible against enemy<br />
assault.<br />
Bonus: +5 siege defense for the town<br />
Palisade<br />
The Palisade is the most basic shelter for<br />
citizens during times of enemy invasion.<br />
Without it, towns are instantly invaded,<br />
which usually results in many casualties.<br />
Upgrade able to: Stone Wall<br />
Parchment Maker<br />
The Parchment Maker is where parchment<br />
is made from sheep skin.<br />
Requires: Sheep Farm<br />
Allows: Scribe’s Office, Library<br />
Product: Parchment<br />
Pickler<br />
The Pickler uses salt to preserve fresh<br />
fish, thereby increasing food storage and<br />
the food supply for the town.<br />
Requires: Fishmongery, Salt Mine<br />
Bonuses: +2 food in the town, +50 extra<br />
food storage in the province
Plate Armourer<br />
The Plate Armourer crafts the most sophisticated<br />
pieces of medieval harness.<br />
He is required to train high-class units<br />
within the town.<br />
Requires: Armoury<br />
Quarry<br />
The Quarry is a particular type of opencast<br />
mine from which marble is extracted.<br />
Requires: Tool Smithy<br />
Allows: Stonemason, Sculptors Guild<br />
Required Province Feature: Marble Deposits<br />
Bonus: +1 workers in all villages<br />
Others: -1 happiness in the province<br />
Riggers Store<br />
The Rigger’s Store is where riggers produce<br />
and sell tackling.<br />
Requires: Hemp Field, Wax Maker, Tool<br />
Smithy<br />
Product: Tackling<br />
Salt Mine<br />
The Salt Mine extracts salt from brine.<br />
Salt was very important in medieval daily<br />
life for preserving and flavoring food.<br />
Requires: Tool Smithy<br />
Allows: Butcher, Pickler<br />
Required Province Feature: Brine Deposits<br />
Product: Salt<br />
Scale Armourer<br />
The Scale Armourer is needed to train<br />
scale mail-wearing units within the town.<br />
Requires: Armoury<br />
Scribe´s Office<br />
The Scribe’s Office gathers the most<br />
talented and ambitious members of the<br />
clergy.<br />
Requires: Ink Maker, Parchment Maker<br />
Allows: University<br />
Sculptors Guild<br />
The Sculptors Guild is where sculptors<br />
can gather together to sculpt and sell<br />
statues.<br />
Requires: Quarry<br />
Allows: Cathedral<br />
Product: Statues<br />
Sheep Farm<br />
The Sculptor’s Guild is where sculptors<br />
can gather together to sculpt and sell<br />
statues.<br />
Requires: Quarry<br />
Allows: Cathedral<br />
71
Product: Statues<br />
Siege Workshop<br />
The Siege Workshop is required to build<br />
siege equipment within the town.<br />
Requires: Training Grounds, Tool Smithy<br />
Silver Mine<br />
The Silver Mine extracts pure silver from<br />
silver ore. Silver is a rare commodity and<br />
strengthens the town’s economy, increasing<br />
its gold income.<br />
Requires: Tool Smithy<br />
Required Province Feature: Silver Ore<br />
Product: Silver<br />
Bonus: +5 gold in the town<br />
Others: -2 happiness in the province<br />
Spear Maker<br />
The Spear Maker is required to train units<br />
armed with spears.<br />
Requires: Training Grounds<br />
Upgradeable to: Halberd Mastersmithy<br />
Spinning Mill<br />
The Spinning Mill is a place with spinning<br />
wheels, which process sheep wool<br />
into yarn.<br />
Requires: Sheep Farm<br />
Product: Wool<br />
72<br />
Stable<br />
The Stable is required to train mounted<br />
units within the town.<br />
Requires: Granary<br />
Stone Wall<br />
The Stone Wall causes enemies to suffer<br />
attrition during sieges.<br />
Allows: Drum Towers, Gate Towers, Ballista<br />
Towers, Corner Towers<br />
Upgrade of: Palisade<br />
Upgradeable to: Bulwark<br />
Bonus: +10 siege defense fro the town<br />
Stonemason<br />
The Stonemason is where masons craft<br />
stone columns.<br />
Requires: Quarry<br />
Product: Columns<br />
Bonus: +1 worker in the town<br />
Stud<br />
The Stud is an area of fields used for<br />
breeding horses.<br />
Required Province Feature: Pasture<br />
Product: Horses
Sword Mastersmithy<br />
In Sword Mastersmithy, highly skilled<br />
smiths forge advanced swords, which are<br />
required to train high-class units within<br />
the town.<br />
Upgrade of: Swordsmith<br />
Swordsmith<br />
The Swordsmith is required to train units<br />
armed with a sword within the town.<br />
Requires: Training Grounds<br />
Upgradeable to: Sword Mastersmithy<br />
Tailor<br />
The Tailor sews clothing for the citizens.<br />
Requires: Weaving Mill, Dyes Workshop<br />
Allows: Merchant Guild<br />
Product: Clothes<br />
Tannery<br />
The Tannery is where the tanner makes<br />
leather from cattle hides.<br />
Requires: Cattle Farm, Tool Smithy<br />
Product: Leather<br />
Tax Collectors Office<br />
The Tax Collector’s Office is the office of<br />
the King’s tax collectors. It increases the<br />
town’s gold income.<br />
Allows: Market<br />
Bonus: +1 gold in all villages<br />
Others: -1 happiness in the province<br />
Tool Smithy<br />
The Tool Smithy supplies the town with<br />
quality tools. It increases the number of<br />
serfs available in the province.<br />
Allows: Catapults, Cauldrons, Dyes Workshop,<br />
Rigger’s Store, Weaving Mill, Tannery,<br />
Butcher, Siege Workshop, Salt Mine,<br />
Silver Mine, Quarry<br />
Bonus: +1 worker in the town<br />
Town Watch House<br />
The Town Watch House hosts the Town<br />
Guards. The larger the town, the greater<br />
the number of guards hosted here. Town<br />
Guards are very strong and are very helpful<br />
during enemy assaults.<br />
Allows: Coast Guard<br />
Training Grounds<br />
The Training Grounds are required to train<br />
any military units other than Peasants.<br />
73
Allows: Coast Guard, Siege Workshop,<br />
Axe Smith, Armoury, Spear Maker, Swordsmith,<br />
Fletcher<br />
University<br />
The University allows talented and ambitious<br />
authors to write many books.<br />
Requires: Scribe’s Office<br />
Upgrade of: Library<br />
Product: Illustrated Books<br />
Bonuses: +3 books in the town, +3 books<br />
in all rural areas<br />
Vineyard<br />
The Vineyard is an area with yards to grow<br />
vines for grapes.<br />
Allows: Winery<br />
Required Province Feature: Fertile Soil<br />
Bonuses: +1 food in all farms<br />
Wax Maker<br />
The Wax Maker is the building where<br />
beeswax is processed into much more<br />
usable forms.<br />
Requires: Bee Yard<br />
Allows: Cathedral, Rigger’s Store<br />
Product: Wax<br />
74<br />
Weaving Mill<br />
The Weaving Mill is a building where the<br />
weavers create linen from hemp.<br />
Requires: Hemp Field, Tool Smithy<br />
Allows: Tailor<br />
Product: Linen<br />
Winery<br />
The Winery is where grapes are pressed<br />
and the juices are made into wine.<br />
Requires: Vineyard<br />
Allows: Merchant Guild<br />
Product: Wine<br />
Bonus: +5 happiness in the province
Military Units<br />
Akyndji<br />
Akyndji are cheap and undisciplined units,<br />
originating from the early Ottoman feudal<br />
system. They are not armoured at all and<br />
are armed with rusty spears. They are<br />
mainly useful on plundering raids as they<br />
increase the amount of loot significantly.<br />
Requires: Spear Maker, Armoury<br />
Archers<br />
Archers are the most basic ranged units.<br />
Their low price makes up for their light armour<br />
and simple bow.<br />
Requires: Fletcher<br />
Axemen<br />
Axemen are one of the most simple melee<br />
units. They wield nothing but a rusty axe.<br />
Requires: Axe Smith<br />
Ballista<br />
Ballistae shoot huge arrows at high<br />
speed. On a direct hit, the kill ratio is approximately<br />
100%.<br />
Requires: Siege Workshop<br />
Required Marshal Skill: Engineering -<br />
Level 1<br />
Battering Ram<br />
A Battering Ram is used by the army to<br />
breach the castle gates so that the attackers<br />
can enter. It moves slowly due to<br />
its weight and can be easily destroyed by<br />
enemy melee units.<br />
Requires: Siege Workshop<br />
Required Marshal Skill: Egineering - Level<br />
1<br />
Bowmen<br />
Bowmen are one of the most simple<br />
ranged units. They use nothing but a<br />
simple bow.<br />
Requires: Fletcher<br />
Boyars<br />
Boyars are a typical heavy cavalry originating<br />
from the Russian principalities.<br />
They have scale armour and very long<br />
spears.<br />
Requires: Stable, Chain Mail Workshop,<br />
Armoury, Spear Maker<br />
Camel Riders<br />
Camel Riders are average warriors originating<br />
from the North African deserts. As<br />
horses are scared of the smell of camels,<br />
even the most elite cavalry are easy prey<br />
for them.<br />
75
Requires: Swordsmith, Armoury, Stable<br />
Cataphracts<br />
Cataphracts are a typical heavy cavalry<br />
originating from Southeast Europe.<br />
They are very well protected by scale armour,<br />
which makes them slow. They are<br />
equipped with iron shields and lances.<br />
Requires: Stable, Scale Armourer, Sword<br />
Mastersmithy<br />
Catapult<br />
Catapults are mobile siege machines.<br />
They are used to throw rocks against castle<br />
fortifications in order to destroy them<br />
or to crack holes in town walls.<br />
Requires: Siege Workshop<br />
Required Marshal Skill: Engineering -<br />
Level 2<br />
Crossbowmen<br />
Crossbowmen are moderately well-armoured.<br />
Their crossbow bolts are very<br />
deadly and can even penetrate heavy armour.<br />
Requires: Fletcher, Armoury<br />
Crusader Cavalry<br />
Crusader Cavalry are feudal knights<br />
sworn to fight against the infidels. They<br />
76<br />
are armoured with perfectly crafted plate<br />
armour and armed with sharp lances.<br />
Requires: Plate Armourer, Sword Mastersmithy,<br />
Stable<br />
Crusader Crossbowmen<br />
Crusader Crossbowmen are very wellprotected<br />
infantry units armed with crossbows.<br />
Their unique shooting skills render<br />
them deadly against even elite heavily armoured<br />
units.<br />
Requires: Fletcher, Chain Mail Workshop<br />
Crusader Infantry<br />
Crusader Infantry are a well-armoured<br />
infantry unit. They are famous for their<br />
swordsmanship and are a dangerous foe<br />
even for the most skilled units.<br />
Requires: Church, Chain Mail Workshop,<br />
Sword Mastersmithy<br />
Desert Archers<br />
Desert Archers are a very basic ranged<br />
unit. Their low price makes up for their<br />
lack of proper armour and their use of a<br />
simple bow.<br />
Requires: Fletcher<br />
Desert Cavalry<br />
Desert Cavalry are a light cavalry originating<br />
in the Arabian deserts. They are very
fast and have a good attack. The weak armour<br />
they use makes them vulnerable.<br />
Requires: Stable, Spear Maker, Armoury<br />
Desert Spearman<br />
Desert Spearmen are the most typical<br />
defensive unit and are equipped with<br />
spears. They have a good charge when in<br />
the right formation. In a good formation,<br />
they can be very deadly against mounted<br />
enemies.<br />
Requires: Spear Maker, Armoury<br />
Feudal Knights<br />
Feudal Knights are a typical heavy cavalry<br />
originating in Western Europe. They have<br />
outstanding plate armour and are armed<br />
with lances. They tend to perform best<br />
when charging, which is usually devastating<br />
against enemy numbers.<br />
Requires: Plate Armourer, Sword Mastersmithy,<br />
Stable<br />
Ghulam Cavalry<br />
Ghulam Cavalry is a heavy Turkish cavalry<br />
originating back to the Ghaznavid slave<br />
system. They are well armoured and are<br />
armed with spears. Ghulams have a very<br />
fast charge.<br />
Requires: Stable, Scale Armourer, Halberd<br />
Mastersmithy<br />
Halberdiers<br />
Halberdiers are well-armoured foot soldiers.<br />
They have a good charge and can<br />
be deadly against mounted enemies.<br />
Requires: Halberd Mastersmithy, Plate<br />
Armourer<br />
Heavy Archers<br />
Heavy Archers are moderately well-armoured<br />
ranged units that travel on foot.<br />
They are typical of Western Europe and<br />
are armoured with chain mail.<br />
Requires: Fletcher, Chain Mail Workshop<br />
Heavy Crossbowmen<br />
Heavy Crossbowmen are very well-protected<br />
infantry units armed with a crossbow.<br />
Their unique shooting skills make<br />
them deadly even against elite heavily<br />
armoured units.<br />
Requires: Fletcher, Plate Armourer<br />
Heavy Swordsmen<br />
Heavy Swordsmen are moderately wellarmoured<br />
melee foot units. They are<br />
widely spread across Europe and are armoured<br />
with chain mail.<br />
Requires: Chain Mail Workshop<br />
77
Highlanders<br />
Higlanders are a light infantry. They fight<br />
with the famous two-handed claymore<br />
sword and have no armour. They are very<br />
fast on the battlefield.<br />
Requires: Swordsmith<br />
Hobilars<br />
Hobilars are the famous Irish version of the<br />
Light Cavalry. Armed with short javelins,<br />
they are fast and have a good charge.<br />
Requires: Stable, Spear Maker<br />
Horse Archers<br />
Horse Archers are the European version of<br />
the Steppe Horseman but less skilled than<br />
their cousins. They are armed with a bow<br />
and are not armoured.<br />
Requires: Stable, Fletcher<br />
Jjanissaries<br />
Janissaries are special units which can<br />
fight equally well with sword and bow.<br />
This makes them unique, and they are a<br />
force to be reckoned with on the battlefield.<br />
Requires: Fletcher, Swordsmith<br />
78<br />
Jinetes<br />
Jinetes are famous medium cavalry units<br />
originating from the planes of Andalucia.<br />
They are lightly armoured but are very<br />
fast on horseback, making them hard to<br />
catch.<br />
Requires: Stable, Spear Maker<br />
Knight (Marshal)<br />
Knights are the most skilled warriors<br />
available. They are well-protected, armed<br />
with perfectly crafted swords and have a<br />
deadly charge.<br />
Laddermen<br />
Ladders are the simplest form of siege<br />
equipment. They have to be placed on enemy<br />
walls so that the infantry can climb to<br />
the top and penetrate the city or castle.<br />
Requires: Siege Workshop<br />
Light Cavalry<br />
The Light Cavalry are basic mounted units<br />
armed with a sword. They have a good<br />
speed and can be used for surprise attacks.<br />
Requires: Stable, Swordsmith
Longbowmen<br />
Longbowmen are famous for their long<br />
bows, which are capable of hitting distant<br />
targets. Their armour is not very good,<br />
which is counterbalanced by their low<br />
price.<br />
Requires: Fletcher<br />
Mameluks<br />
The Mameluks are foot soldiers outfitted<br />
with light armour, a shield and a spear.<br />
They originated from Arabic Egypt and<br />
spread across the Islamic world.<br />
Requires: Chain Mail Workshop, Swordsmith<br />
Men At Arms<br />
Men-at-Arms are an advanced version of<br />
the Swordsmen. They are well-armoured<br />
and their swords are of good quality.<br />
Requires: Chain Mail Workshop, Swordsmith<br />
Mongolian Cavalry<br />
The Mongolian Cavalry are a very fast<br />
and light cavalry. They are equally strong<br />
in shooting and sword-fighting, which<br />
makes them a deadly enemy.<br />
Requires: Stable, Fletcher, Swordsmith<br />
Normans<br />
Normans are excellent melee warriors.<br />
They wear chain mail armour and carry<br />
a typical Norman shield giving good additional<br />
protection.<br />
Requires: Chain Mail Workshop, Swordsmith<br />
Peasants<br />
The Peasants are the cheapest and weakest<br />
unit. They are typically armed with<br />
pitchforks and wear no armour. They walk<br />
in bunches, not formations, and have the<br />
lowest basic morale of all.<br />
Pronoias<br />
Pronoias are a medium cavalry which<br />
emerged from the late Byzantine feudal<br />
system and spread all over the Balkans.<br />
They are armed with a very long lance and<br />
have a very strong charge.<br />
Requires: Stable, Scale Armourer, Swordsmith<br />
Roman Infantry<br />
Roman Infantry are medium infantry units<br />
which originated in the early Byzantine<br />
military system. They are armoured with<br />
chain mail and big shields, and are armed<br />
with swords.<br />
79
Requires: Chain Mail Workshop, Swordsmith<br />
Saracens<br />
Saracens are the most common swordsman<br />
and originate from northern Africa<br />
and Middle East. Their armour is weak,<br />
which is counterbalanced by their good<br />
swordsmanship.<br />
Requires: Swordsmith<br />
Slavonic Axemen<br />
Slavonic Axemen are one of the most<br />
simple melee units. They use nothing but<br />
a rusty axe.<br />
Requires: Axe Smith<br />
Slavonic Bowmen<br />
Slavonic Bowmen are one of the simplest<br />
ranged units. They use a simple bow.<br />
Requires: Fletcher<br />
Spahias<br />
Spahias originated from the Ottoman timar-fiefs<br />
system and are a medium cavalry<br />
armed with lance. They are fast and<br />
usually appear in large numbers.<br />
Requires: Stable, Scale Armourer, Halberd<br />
Mastersmithy<br />
80<br />
Spearman<br />
Spearmen are the most typical defensive<br />
units and are equipped with spears.<br />
They have a good charge and can be very<br />
deadly for mounted enemies.<br />
Requires: Spear Maker<br />
Steppe Cavarly<br />
Steppe Cavalry are famous warriors who<br />
endangered the whole of Europe with<br />
their outstanding riding and shooting<br />
skills. They are very fast but only lightly<br />
armoured.<br />
Requires: Stable, Fletcher, Swordsmith,<br />
Chain Mail Workshop<br />
Swordsmen<br />
Swordsmen are the backbone of every<br />
army. They are lightly armoured and<br />
equipped with swords. Their low price<br />
makes them very popular.<br />
Templars<br />
Templars are well-armoured infantry units.<br />
They are famous for their sword fighting<br />
skills and are a dangerous foe even for<br />
the most skilled units.<br />
Requires: Church, Chain Mail Workshop
Teutonic Knights<br />
Teutonic Knights are amongst the best<br />
sword fighters. They are additionally<br />
equipped with perfect plate armour that<br />
gives outstanding protection. They are,<br />
however, rather slow due to the weight of<br />
the armour.<br />
Requires: Church, Plate Armourer, Sword<br />
Mastersmithy<br />
Town Guards<br />
Town Guards are available in the towns<br />
to provide basic protection. They are good<br />
soldiers and must be taken into account<br />
by the enemy. They spawn automatically<br />
in a Castle Assault and need not be recruited.<br />
Requires: Town Watch House<br />
Trebuchet<br />
Trebuchets are huge static siege machines.<br />
Once deployed, they cannot be<br />
moved to another location before the end<br />
of the battle. They are used to hurl rocks<br />
against castle fortifications to destroy<br />
them or to crack holes in the walls.<br />
Requires: Siege Workshop<br />
Required Marshal Skill: Engineering -<br />
Level 3<br />
Varangians<br />
Varangians are distant descendants of the<br />
Vikings who migrated to Southeastern Europe<br />
and gained prestige as elite guards<br />
in Constantinople. They are armoured with<br />
chain mail and a big iron shield. They are<br />
armed with a sharp battleaxe.<br />
Requires: Town Watch House, Chain Mail<br />
Workshop, Axe Smith<br />
Vikings<br />
Vikings are famous for their axe fighting<br />
skills and brave charges. Many other units<br />
are afraid to face Vikings on the battlefield.<br />
Requires: Axe Smith<br />
81
Black Sea Studios<br />
Lead Designer: Vesselin Handjiev<br />
Lead Programmer: Panayot Yanazov<br />
Lead Artist: Rossen Manchev<br />
Programming: Alexander Alexandrov, Mikhail Balabanov,<br />
Michael Peykov, Mihail Moskov, Oleg Zlatarski, Panayot<br />
Yanazov, Tsvetan Tsvetanov,<br />
Artwork: Christo Christov, Dimitar Rusev, Julian Panov,<br />
Kosta Atanasov, Miroslav Lesichkov, Rossen Manchev,<br />
Stefan Delibeev, Stoyan Seymenov, Vesselin Efremov<br />
Additional Artwork: Arsen Minkov, Rossen Georgiev<br />
Sound Effects: Borislav Slavov, Vesselin Handjiev<br />
Original Sound Tracks: Borislav ‘Glorian’ Slavov<br />
Game Design: Miroslav Ianev, Vesselin Handjiev<br />
Project Management: Miroslav Ianev, Vesselin Handjiev<br />
Production: Miroslav Ianev<br />
Map Design: Miroslav Ianev, Miroslav Lesichkov, Veronika<br />
Peykova,<br />
Studio Assistance: Julia Krysteva<br />
Special Thanks: JAR Computers Ltd.<br />
InterBG Ltd.<br />
Sunflowers<br />
President: Adi Boiko<br />
CEO: Wilhelm Hamrozi<br />
Development Director: Jürgen Reusswig, Erik Simon<br />
Producer: Frank Fay<br />
Project Manager: Marc Huppke<br />
Lead Tester: Alexander Brncic, Christoph Knauz<br />
Localisation: Uwe Mathon<br />
IT & Web: Anja Gruss, Christoph Klempau, Nadine<br />
Knobloch, Ralf Praschak, Dirk Sachse<br />
PR & Marketing: Wolfgang Duhr, Sonja Huppke, Sabine<br />
Kaiser, Nadine Knobloch, Sonja Timm<br />
Sales: Wolfgang Duhr, Sabine Kaiser<br />
Administration: Lydia Brkic, Ines Köhler<br />
Finances: Ute Ziegler<br />
Acquisitions: Kay Benneman<br />
Additional Testing: Michael Backhaus<br />
Testers: Michael Bach, Roman Beck, Marko Berghoff,<br />
André Bernhardt, Tim Brombach, Marion Deul, Johannes<br />
Euteneier, Julian Gerhard, Johannes Hick, Angela<br />
Holzweiss, Tai von Keitz, Seong-Jin Kim, Felix Klitschke,<br />
Daniel Kociok, Alexander Köhler, Moussah Köster,<br />
Benjamin Kramm, Thomas Lehr, Frederik Lölhöffel, Dirk<br />
Meinecke, Kwame Tajo Möller, Fabian Müller, Melanie<br />
Müller, Andreas Noll, Laura Ohrndorf, Christian Röder,<br />
Michael Röder, Max Simon, Jens Schneider, Michael<br />
Schwab, Julian Sommer, Tobias Stey, Carsten Stork,<br />
Joannis Thomas, Tihomir Trcak, Alexander Werner,<br />
Johannes Zahn<br />
External Testgroup: Mirco Bamberger, Jochen Cezanne,<br />
Patrick Galaske, Michael Höflinger, Martin Kohler,<br />
Alexander Kolombar, Dirk Obenauer, Boris Schöpf, Markus<br />
Schumacher, Andras Verbenyi, Bethel Weldesselase<br />
Intro and additional artwork: Virgin Lands - Animated<br />
Pictures, Frank Hessefort, Ralf Hüttinger, Volker Jäcklein,<br />
Vito Lamanna, Stefan Spatz, Lars Wagner, Tobias<br />
Weingärtner<br />
Additional Artwork: Plastic Wax Pty, Tony Pittorino<br />
Concept Writers: Darren ‘The Wolf’ Pearce, Bill Thomas<br />
Editing & Lecturing:Gillian ‘Hellion’ Pearce<br />
German Texts: Falko Löffler, Pea Eigler<br />
Additional text editing:Michael Bach, Alexander Köhler<br />
English Voice Overs: Outsource Media London, Trevor<br />
Bent, Mark Estdale, Jonathan Goodwin, Dean Gregory,<br />
Jeremy Taylor, Mike Timm<br />
English Voices: Tim Bentink, John Bull, Ben Cowan, Bob<br />
Golding, Damien Goodwin, Dave John, Laurence Kennedy,<br />
Lindsey Mack, Peter Marinker, Francis Middleditch, Vince<br />
Nicols, Stephen Perring, Chris Rowe, Sam Taldeker, Paul<br />
Thornley, Daniel Wilson, Andrew Wincott,<br />
German Voice Overs: 4-Real Intermedia GmbH<br />
German Voices: Achim Barrenstein, Moritz Brendel , Mario<br />
Hassert, Peter Heusch, Gilles Karolyi, Michael Lucke, Aart<br />
Veder, Karl-Jürgen Siler, Dieter Gring, Helge Heynhold,<br />
Hans Mittermüller, Michael Deckner, Armin Hauser, Patrick<br />
Linke, Hans Zwimpfer, Helmut Winkelmann<br />
Special Thanks: Soundcheck Offenbach, Stephan Winter,<br />
Tim Coupe<br />
Paradox<br />
Interactive<br />
(Publisher North America)<br />
President: Theodore Bergquist<br />
VP Sales & Marketing: Fredrik Lindgren<br />
Executive Producer: Fredrik Lindgren<br />
Project manager: Susana Meza<br />
PR & Marketing: Susana Meza<br />
Art Director: Stefan Thulin<br />
Additional Artwork: Marcus Edström<br />
Quality Assurance: Florian Santer<br />
Special thanks to:<br />
Digital Wordsmithing.<br />
Nadine Knobloch and Uwe Mathon.<br />
Knights of Honor (c) 2004 by SUNFLOWERS Interactive<br />
Entertainment Software GmbH. Developed by Black Sea<br />
Studios Ltd.<br />
SUNFLOWERS is a registered trademark and tradename<br />
of SUNFLOWERS Interactive Entertainment Software<br />
GmbH. All rights reserved.<br />
This product contains software technology licensed from<br />
GameSpy Industries, Inc. ©<br />
1999-2004 GameSpy Industry, Inc. All rights<br />
reserved. Published in North America by Paradox<br />
Interactive.<br />
USES BINK VIDEO. Copyright © 1991-2004 by RAD<br />
Game Tools, Inc.
26675M1